Putrescent Knight (LVL1 NG+7 no blessings or whatever)

Описание к видео Putrescent Knight (LVL1 NG+7 no blessings or whatever)

I figured this boss would be immune to the hemorrhage ailment since it's just a skeleton with blobby elements, so I used the star fists which have higher base damage than the iron balls.

This boss is fairly enjoyable, but it has some silly hitboxes which prevent it from having more interesting mechanics. Generally, when you can stay close underneath its attacks, it's not rewarded very well since you have to wait too long to be safe from the large hitboxes, which shortens your attack window to be about the same as if you just rolled through the attacks with no concern for positioning.

The double guillotine attack (0:51, 1:58) seems to have some position-based tracking, which is especially tricky for the neutral variation (1:08, 2:21). If you are already close to the boss, the second attack will land closer to your character and likely hit. When he combos into this attack, it's easier to stand back before rolling into the first swing, so the tracking won't adjust close to you. Then you have to hug the boss very closely and wait until the attack animation completes to be perfectly safe, but then your follow-up might not connect if he quickly moves away, which happens every time in this clip, so GG. A similar problem applies to the opening attack, which he also uses at 1:30. I make sure to stay as close as possible since it has a wonky hitbox and tracking, but since I have to wait too long to be safe, I whiff that attack too. I didn't even realize I missed.

Also, when he combos into the low swipe (1:49), the hitbox seems higher off the ground than it should be at close range. It would be nice to punish it with a jump attack, but the spacing is too precise. This isn't really a problem like the other attacks, but it would look more stylish, and that's what really matters.

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