- Moderator
- #76
It's the Frost Eveque isn't it, I'm convinced their attack timings are completely uncalibrated. The same attack animation can have very different timings. The spell on the ground timings are WEIRD, the first two hits have a slight delay to the audio beat, but then the third hit is right on the beat. The "ultimate" version has the 2nd hit being quicker than the rest of the hits
Then the spear and bang bangs are completely random in their timings, sometimes quicker sometimes slower.
It can't be intentional because that'd be shit game design, it simply just wasn't play tested.
The problem with the enemies of this game is that it stopped being about the rhythm and it's about finding the weird jank in each of their long winded animations to see exactly where the dodge/parry window is. The lampmaster's sword slash has the parry window being weirdly late from his swing. I also don't like having to stare at long attack animations every fight just to do some parries, it gets very tiring after a while particularly in long boss fights
It was the Clair dudes (they had Clair in their name but I can't seem to google them as it just returns the actual game lol) in the Monolith, mostly around Old Lumiere.
Eveques were a pain too but in my run I only came across a few and brute forced them.
You nailed the problem with the enemies. First probably 2/3rds of the game I thought the majority of them were really well done with clever move sets that you felt like you could learn. Then many of the late game enemies just had delayed attacks with no tells and just let you guessing. There were several who would wind up, delay, give some sort of visual FX to show something was about to happen and then... Delay. You just hope you can catch it.



