Jermergerg

Jermergerg

I make videos about souls-like video games. I'm an average player with average skills, and I want to help similar players navigate these difficult but incredibly rewarding games! Right now, I'm working on no-hit runs, but I intend to make explanatory videos as well as long-form video essays about the genre. #darksouls3 #darksouls #eldenring #sekiro #bloodborne #soulslike #gaming

THANK YOU FOR 350!!!

THANK YOU FOR 350!!!

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  • @Arfadoz
    @ArfadozСағат бұрын

    It helps to make their movesets more unique and each attack instantly recognizable. In past games, humanoid bosses tended to have overlapping attacks between each other, since the animations were more basic and that resulted in attacks looking very similar (and Fromsoft obsession with making most bosses have greatswords didn't help either).

  • @gamezharks
    @gamezharks6 сағат бұрын

    I don't mind more bosses being big bombastic and acrobatic, but I think none of them will feel as special as when Artorias started whipping out the frontflips and spinning slashes after an entire game where none of the bosses had anything even close to that.

  • @jermergerg
    @jermergerg10 сағат бұрын

    If you like this kind of video, consider checking out my other analysis videos and subscribing to my channel. Thanks!

  • @joeydotcomputer
    @joeydotcomputerКүн бұрын

    Found this super interesting thanks for making it!

  • @King55584
    @King55584Күн бұрын

    I totally agree i would also say bloodborne did a pretty good job at it also with many bosses like the first hunter you encounter as a beast (i forgot his name)

  • @danielhenington9476
    @danielhenington9476Күн бұрын

    Very pleasant watch! Nice to see some well constructed Elden Ring analysis on youtube.

  • @Gemerl
    @GemerlКүн бұрын

    These literally ruin Elden Ring for me. Two more examples are Godricks wind attack and the charge attack of the grafted scions. I will never forget playing Dark Souls for the first time and discovering that every single attack was reactable and dodgeable if you are skilled enough. But in this game, if you have the gall to be mid swing of a melee attack at the wrong time, you are punished for it. Other comments call this "overcommitment". Maybe, but waiting 30 seconds at a time for the AI to stop using certain moves so that you can counteract is not what I call "fun". Every other game in the series didn't have moves like this, and they were better for it. One day I will make a mod for this game to fix issues like this.

  • @thejake1526
    @thejake1526Күн бұрын

    Jesus ur choice is words is soo good. Ur a really good writer.

  • @jermergerg
    @jermergergКүн бұрын

    Thank you!

  • @myfredo898
    @myfredo8982 күн бұрын

    I LOVE oceiros' dialogue!! Absolutely mystifying, it really inspired me when I first had it. Makes a C tier fight an A tier for me :))

  • @x___________________
    @x___________________2 күн бұрын

    I feel like elden ring needed another way of negating attacks like in sekiro. In sekiro defense is an offense so when a sekiro boss goes aggressive and does a combo it’s a perfect time to deflect but in elden ring you can either perfectly dodge a 8 move combo or trade damage. Elden ring asks for too much it feels like we need atleast a sidestep that enables you to do something while a boss is going crazy

  • @sutarn_gamer4159
    @sutarn_gamer41592 күн бұрын

    Which attacks are you talking about? The only attacks which are 8-combo attacks are the one from Morgott and the one from Godfrey phase 2. And your supposed to get around to their backside or run away. So what 8-combo attacks are you talking about?

  • @x___________________
    @x___________________2 күн бұрын

    @@sutarn_gamer4159 it was more of a exaggeration but most bosses have a big combo that they spam and having another form of movement would’ve added more complexity to the fight and would’ve been way more fun like in bloodborne

  • @ni9274
    @ni9274Күн бұрын

    Long combo do not happen that often in Elden Ring, and most long combo have openings, like all the crazy Morgott combo can be strafed or spaced and leave you enough time for a fully charged R2, this require good spacing and precise timing. If you try to find these openings instead of waiting out combos I'm sure you won't find it boring anymore.

  • @ricardofonseca2165
    @ricardofonseca21652 күн бұрын

    The only part i dislike about jumping attacks is the weird delay some have, im not a big fan of a boss pulling back an attack for a full second

  • @ni9274
    @ni9274Күн бұрын

    Delay of a full second are present in every single souls game and in every single bosses, it's really not that long If there wasn't any delay it would just be a test of timing, with a delay it test your ability to not panick roll, your ability to understand that the attack is delayed and your ability to react to the release of the delayed attack.

  • @shaggnasty609
    @shaggnasty6092 күн бұрын

    I think that there is definitely a thin line between "tedious" and engaging, and it's hard for less dedicated players so there needs to be a middle ground. That's why we have spirts, physic, consumables etc. However I played elden ring first and dumped about 200 hrs into it with multiple characters, all endings, no summons, and the like. Meanwhile I know people who dropped the game at renala or rahdan with summons because of how agile the bosses are. Some people just struggle with that I suppose. I recently beat ds3 for the first time, and im not lying when I say I steamrolled that game, because elden rings boss design is so much more dynamic. Gael was definitely the highlight, but Melania is chefs kiss. I think the line is Melania for me though, idk if I want a boss that takes more dedication to learn than that. I hope messmer is on the same level of difficulty as she is but different mechanically. Imagine Melanias moveset but with a pierce weapon and fire. All that to say is I love the movement, it can definitely be refined more, but the difficulty has to cap out at some point or else you're left with Unalloyed Melania. I don't want that smoke.

  • @elliottvantonder5477
    @elliottvantonder54772 күн бұрын

    I think that the genesis of this type of movement is Artorias from DS1's DLC. His very first attack is this kind of gap closer. Following from there, Bloodborne is filled with these kinds of attacks. To me it seems like an attempt to capture the frenetic kineticism of certain Berserk panels, as many of these moves seem to draw inspiration directly from the manga. Elden Ring seems to employ it so heavily because ashes of war give players similar attacks to keep up.

  • @jermergerg
    @jermergerg2 күн бұрын

    Interesting ideas here. I definitely should have covered BB more. I'm not sure I agree that there are a ton of enemies that fully use this kind of move, but I can definitely think of at least a few!

  • @elliottvantonder5477
    @elliottvantonder54772 күн бұрын

    @@jermergerg I think the earlier examples from Artorias to Gherman were more like experiments leading up to the Abyss Watchers and then Sekiro, etc. it seems like it has been a constant effort to bring these moves to life in a fun and balanced form.

  • @jermergerg
    @jermergerg2 күн бұрын

    @@elliottvantonder5477 totally agree! excellent insights, thanks for your comments and for watching!

  • @ni9274
    @ni9274Күн бұрын

    It has more to do with souls players getting better at souls games, if they made the bosses like Dark souls 3 many players would have complained about the game being too easy

  • @roundninja
    @roundninjaКүн бұрын

    Yeah, the Dark Souls 1 DLC was definitely a turning point. Before that, many bosses were heavy and lumbering, but afterwards, even the biggest bosses started leaping and spinning around. Then the removal of shields from Bloodborne really solidified the turn to acrobatic combat. Personally I actually miss the old DS1 heavy, clunky gameplay, because it feels more realistic/immersive to me, but by this point From is kinda known for fast agile combat and a lot of people would be disappointed if they reversed course.

  • @austin0_bandit05
    @austin0_bandit053 күн бұрын

    I find this particular essay a bit... disjointed? Like you've identified a few valid characteristics of From's boss design but somewhat conflated them. You lost me a little towards the end. I think your initial premise about boss acrobatics bleeds into other principles like the NPCs "personality". Personality, meaning how their moveset is justified and communicated to the player. I.e. in Lies of P I expect robots to move like robots and anticipate attacks being janky and rigid. You allude to this with Margit's "big guy with hammer" slam attack. The sort of archetpye of big brutish weapons and enemies being slow. I think you've realized something that few do: how the acrobatics and fluid movements of the bosses justify and communicate the different sort of attacks they can do. In other words zombies "shamble", brutes "smash", ninjas "flip", fencers "dance", etc. You're premise seems to be that the fluid movements of the bosses sufficiently communicates and justifies the carried momentum of their attacks in a way that is intuitive. Expressed as acrobatics. I think the best example you cite is the corrupted Monk. Describing her as flowing as if through water is a very succinct way to describe her. Her movements are logically consistent. She has delayed attacks while creating a flow state unique to her. Would you ever consider doing a video about the shortcomings of their design philosophy? Or about how they might evolve from here? Or about how they might hone the existing design philosophy in Elden Ring? I know its dangerous territory given the fanbase

  • @jermergerg
    @jermergerg3 күн бұрын

    Well I guess it wasn't my intention to conflate them, but rather to put them in relation to one another. Can't hit it out of the park on every video tho!

  • @austin0_bandit05
    @austin0_bandit053 күн бұрын

    @@jermergerg You did hit it out of the park tho

  • @ni9274
    @ni9274Күн бұрын

    Margit archetype is an extremely skilled and powerful warrior, it's also established in the first cutscene that he's "acrobatic" when he effortlessly jump from the tower to the boss arena. "In other words zombies "shamble", brutes "smash", ninjas "flip", fencers "dance", etc." That's a very binary and rigid, you can have more complex characters that will evoke more complex moveset archetype, like in good zombie games there are usually very fast zombie, very slow zombie, one that can jumps. I don't see why a boss wouldn't be able to use a big hammer and be fast if that result in good gameplay and fit their character. Every single boss in Sekiro has delayed attacks, they're an essential element to give depth to the combat and do not have to fit the characterization of the boss. What matter is the different type of delayed attack and how they are animated. Most of the enemies and bosses that use acrobatics in ER have a design and characterization that fit well with it

  • @austin0_bandit05
    @austin0_bandit05Күн бұрын

    @@ni9274 I think you misunderstand me. Im not saying something can only be one thing. I only used the zombie/brute/ninja analogy to illustrate the concept in a very simple way. Indeed, Margit exudes both power and agility. And is actually a brilliant example. He communicates both without being jarring. Another example would be the bloodhound who is both bestial but also somewhat human. That and also his exaggerated lanky form justify his clambering and leaping attacks not unlike a hybrid between a dog and a man. Edit: I would also add that the different weapons Margit uses can be seen as extensions of him giving his moveset more versatility. All of his hammer attacks are hefty and impactful, his dagger attacks are lightning quick, and his sword/staff are somewhere in between.

  • @austin0_bandit05
    @austin0_bandit05Күн бұрын

    @@ni9274 Also, in regards to the bit about zombies. I didnt say that zombies can only shamble. And it's a bit of a false equivalency. Walking Dead zombies shamble and World War Z zombies run fast as fuck. And both have games made of them. But that isnt my point. My point is that you have to insert a line of logic into their design. The fast "runner" zombies tend to be small, slow "brute" zombies are large and bloated, etc. In Mario some turtles have spiky shells and will hurt you if you jump on them, others dont have spikes and can be jumped on. Its all about communication with the player and being consistent to that logic

  • @eldenlord5209
    @eldenlord52093 күн бұрын

    Something I realy like is how some mini bosses in Elden ring have 2 phases It make the bosses very Replayble

  • @kurenian
    @kurenian3 күн бұрын

    Nice. I feel about these moves the same way I feel about combos or IIAs, where they add strategy/memorization to a fight versus just reaction time. Just as Quelaag imho has the first real combos. Abyss Watchers have the first real acrobatic glides in an early game boss form.

  • @HeyTarnished
    @HeyTarnished3 күн бұрын

    Great video! I hate it when people sometimes see bosses move erratically with very unique & more involved movesets in Elden Ring, they confuse them with "it's just spectacle" while ignoring the incredibly complex & how well-designed they are in general compared to DS3.

  • @jermergerg
    @jermergerg3 күн бұрын

    Thanks for the kind words! I love both the games, so I'm always down to explore their awesome bosses :)

  • @aayushdasgupta9754
    @aayushdasgupta97542 күн бұрын

    Exactly, I genuinely appreciate the bosses in DS3 for having one of the easier to learn set of moves for a new solo player, but I also appreciate the complexity of movesets in ER, that can spice things up for veterans while having sufficient accessibility options for players new to the series. Iirc people also shit on Sekiro initially, since they were thrown off. Idc I love all FS games, and will love them in the foreseeable future.

  • @HeyTarnished
    @HeyTarnishedКүн бұрын

    @@aayushdasgupta9754 I agree a 100% with this.

  • @austin0_bandit05
    @austin0_bandit05Күн бұрын

    Its also a way of resetting the fight back into a neutral state when they leap away. Gives the player breathing room and allows the boss to showcase their ranged and gap-closer attacks as well

  • @jamesarthurkimbell
    @jamesarthurkimbell3 күн бұрын

    I like these moves when they make the fight more consistent. Like with O'Rin, it doesn't really matter if you stand at a different distance or angle, you're getting the same experience anyway, because she's gonna glide over to the right spot.

  • @jermergerg
    @jermergerg3 күн бұрын

    Such a good point! Wish I had thought of that haha!

  • @D0verking69
    @D0verking693 күн бұрын

    What is your opinion on Morgott, he is one of my favorite fights in Souls games

  • @jermergerg
    @jermergerg3 күн бұрын

    Love him!

  • @BBQcheese
    @BBQcheese3 күн бұрын

    You have good taste, Morgott is excellent!

  • @dudeyuo239
    @dudeyuo2393 күн бұрын

    Hey, just a small thing, when you were discussing the timing of the attacks, perhaps some kind of graphic visually showing the timings could have been helpful. Awesome video ideas though!

  • @kurenian
    @kurenian5 күн бұрын

    Great analysis. Phase 2 is certainly a treat, and I also had the click moment for this fight with early dodging. Wasn’t as hard for me as Friede, Dancer, or Pontiff, but I’m only in my first playthrough so that might change. Will say I also like the first phase, mostly for story and themes, although the focus on the head makes it more tolerable for me. The camera is def a little annoying. Either way, great analysis!

  • @EdyeGuevara
    @EdyeGuevara5 күн бұрын

    Way better than Malenia , and even Maria to an Extent. """

  • @aayushdasgupta9754
    @aayushdasgupta97546 күн бұрын

    I am really excited to see where FS take their boss design philosphy after ER. In ER they combined the aggression and comboing of Pontiff, with the delays of NK, and combo flowcharting of Gael. I really like the amount of complexity in ER fights. That actually makes me wonder how the noss design will evolve in future titles. We might see a glimpse of it in Shadow of the Erdtree. Great video!

  • @basicpug2998
    @basicpug29986 күн бұрын

    Good vid bruv but please do more cuts and try not to read the entire script at once. Break it down into easy readible pieces and record down in parts. And don't you dare go Hollow

  • @Solibrae
    @Solibrae6 күн бұрын

    Very *clean* movement and dodging!

  • @aayushdasgupta9754
    @aayushdasgupta97546 күн бұрын

    While I personally find ER's main boss lineup better, I have to say that DS3 has more consistency. Like ER has 3-4 main boss misses, but almost all of them are worse than any DS3 bosses

  • @nayyarrashid4661
    @nayyarrashid46617 күн бұрын

    Strafing is OP in Dark Souls 1 and 3.

  • @andrebenjamun1022
    @andrebenjamun10227 күн бұрын

    That bloodhound step is something else when the npc uses it

  • @DooshWahZ
    @DooshWahZ7 күн бұрын

    Bleed builds are op and require less skill. Change my mind

  • @CrazyCole22
    @CrazyCole227 күн бұрын

    Frost builds user , huh?

  • @scottbeale1825
    @scottbeale18257 күн бұрын

    I mean you're not wrong. I parried maliketh with the blasphemous claw and then killed him before he could stand back up with occult raptor talons. Felt kind of ripped off from the fight, NGL.

  • @DooshWahZ
    @DooshWahZ7 күн бұрын

    @@CrazyCole22 no, STR/Faith

  • @user-lc4dv4md6c
    @user-lc4dv4md6c7 күн бұрын

    Katanas are overturned? And two blades aren’t?

  • @cozmonauts932
    @cozmonauts9327 күн бұрын

    Those guys are unreasonably tough and they’ll just be anywhere. I get the annoying sting asf knights but these are out of control

  • @Pourvisine
    @Pourvisine7 күн бұрын

    Jus get good

  • @franklinclinton-lb9ir
    @franklinclinton-lb9ir7 күн бұрын

    Not trying to be toxic but those guys are incredibly easy look how 1 crit destroyed his health he’s definitely overleveled but still. Jsut dodge a couple times then hit and take ur time u prolly just aren’t patient rush in and die. Are you new to the game?

  • @nayyarrashid4661
    @nayyarrashid46617 күн бұрын

    It gave me a heart attack when I found out I was fighting one here after the hectic way down here. Some of these dungeons are designed pretty good.

  • @matthewfennell8283
    @matthewfennell82837 күн бұрын

    Katanas overtuned as usual

  • @charlesdayz7153
    @charlesdayz71537 күн бұрын

    Bloodhound step players were the easiest invade

  • @jermergerg
    @jermergerg7 күн бұрын

    lol

  • @I-Am-PrinceVegeta
    @I-Am-PrinceVegeta7 күн бұрын

    I only use uchigatana for poise breaking💀💀💀

  • @wattsononlyfan7936
    @wattsononlyfan79367 күн бұрын

    Every weapon can poise quite easy especially katanas, look at how heavy some of those katanas are man I think the lightest is 8 pounds and they usually have a stance break of 4 heavys. Poise is based off of damage dealt, where it was dealt on the character, both characters positions in the air or ground and what animation they're in, what kind of attack was used, and more. These are NOT individual factors, all of these come into play at once at a single time almost every time you attack. In addition to this there are tears and gear that increase your poise damage. Poise isn't just luck it's a hidden damage meter, also you and the enemies poise sometimes come into play to see who has priorities in some situations such as trades

  • @jermergerg
    @jermergerg7 күн бұрын

    Yeah I agree and I know, my only point was that I think most people go to heavy weapons for breaking poise, but katanas can do it too!

  • @kurenian
    @kurenian7 күн бұрын

    Very much agree with the take of knowing when cognition changes/when I’m learning being part of the allure of this series. Just came off of my first win against her and it took me 56 attempts, but by the end I completely knew her move set. Also Friede and Pontiff have so many parallels thematically as well. Both dual wield a magic and flaming weapon, both sought power in either the painting or the real world, both had nothing to lose, both were at one point aligned with the Dark.

  • @Wilhelmthewide
    @Wilhelmthewide10 күн бұрын

    Great swamp dragon Midir is working with the crab mafia to smuggle dolls out of lothric. Curse-rotted Dragonslayer Armor was tasked by the ruler of lothric themselves to stop Midir and the crab mafia before they could smuggle any more dolls out of lothric, but the armor was cursed by the Deacon Crab and was left to rot in the undead settlement.

  • @kamilmalach6383
    @kamilmalach638310 күн бұрын

    Dark Souls 5 and 1/3: The Crabfather (starring Vito Crustaceone)

  • @kurenian
    @kurenian10 күн бұрын

    Comedy on point as always

  • @jamikojonen6436
    @jamikojonen643610 күн бұрын

    I feel exactly the same. It's so true that you get the 'aha'-moment and the game just starts playing by itself almost lol. This was the second actual boss I beat, I think I went to Hirata Estate because I didn't see the path to Gyobu where you have to jump down after the samurai general. Before Lady Butterfly I was playing very scared and the way there was hell, I was barely attacking anything and the spear shinobi hunter took me ages to kill, I was just trying to beat him mikiri only haha. Once I got to her I noticed you can just get 3 hits in, she deflects, and now it's your turn to stay defensive and deflect. I felt so dumb about the way I had been going through the game until that point. The deflect timing also felt more natural to me than anything before, I guess it could be because it's similar to your own attack speed (I could be wrong, haven't played in a while). Always wondered if I would have had the same experience if Lady Butterfly was an actual tutorial boss like Gundyr, or would I get the same feeling at a later point. I think I had played like 5 or 6 hours before Lady Butterfly but after that feels like I flew through the rest and finished the game in about 20. She was like an angel that saved my playthrough lol.

  • @jermergerg
    @jermergerg10 күн бұрын

    I love this story! Thanks for sharing it!

  • @itssjess5601
    @itssjess560110 күн бұрын

    I 100% agree with your tier list except Midir, I can of course admit that he's an amazing dragon fight iv'e just personally never been a fan of dragon fights across all of ds, id probably put Pontiff as an S tier as well but im biased 😭🙏

  • @ni9274
    @ni927410 күн бұрын

    The genichiro « floating passa he » combo (in the second fight) is so fast that it’s impossible for speedrunner to consistently parry so they need to use the umbrella

  • @ni9274
    @ni927411 күн бұрын

    These attack are not new, gundyr has some in DS3 (kick and bash) and Pontiff has some (the quick thrust with the purple blade) Imo it make boss fight so much more interesting, instead of relying on reaction time you need to learn the moveset bad behavior of the bosses based on your positioning and come up with a strategy to counter these move in a way that will allow you to get some hit in It heavily punish people who just immediately attack every time they dodge a first attack, some people say it push them to be passive but I think you could say that for every Fromsoft bosses since DS1, being passive will often make bosses easier but it require a lot of time investment and is deeply unfun. The worst solo bosses of all fromsoft games when it comes to rewarding passivity is Pontiff with his shadow clone that can be desynchronized and create unreadable combos

  • @ramichaelreviews
    @ramichaelreviews11 күн бұрын

    Sempre libera at the end was a great touch

  • @jermergerg
    @jermergerg11 күн бұрын

    When I found out the Maria Callas' estate lets people use it on KZread, the choice was made immediately

  • @Wilhelmthewide
    @Wilhelmthewide12 күн бұрын

    I want to know the lore of the basement wyvern. Does he have a family? Does he have a job? Does he pay taxes? I know the crabs don't.

  • @kamilmalach6383
    @kamilmalach638311 күн бұрын

    He was put in jail by Lothric authorities for laundering money of crab mafia.

  • @kurenian
    @kurenian12 күн бұрын

    Truly the Dark Souls of Dark Souls 3.

  • @bishopjordan9482
    @bishopjordan948213 күн бұрын

    Perhaps the fastest attack in the entire game is the Godskin Noble's blackflame belly smack in phase 2. Even the wiki says you actually can't react to this. You have to predict it. Though I don't know how you do that because he does it completely randomly when you're extremely close and it is soooooo fast.

  • @ni9274
    @ni927410 күн бұрын

    You can react to the shoulder movement, challenge runner have done it What’s the difference between react and predict ? In fromsoft game the dodge always happen slightly after you press the button so in a way you’re always predicting attack rather than reacting In the case of this attack you should press dodge the moment you see the shoulder moving in a certain position, there is also a way to know when the attack will come up so you can be more ready

  • @lanzie123
    @lanzie12313 күн бұрын

    Yuuhp the old IIA.