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  • That One Attack:
    • The Guardian has a 3-hit combo in its second phase that covers a lot of ground, hits hard, and has very good tracking. The upside? That's pretty much all it can do.
    • The Warden of Purity's second phase has a nasty attack that involves it firing off three screen-wide laser beams one after another. Dodge through one and you'll be hit by the next. You need to dodge at a very sharp angle that is difficult to position correctly, especially if another one of the Warden's attacks is currently going off.
    • Drakmur has probably the most annoying attack in the whole game. It's a slow-moving barrage of red orbs that the Crusader must carefully avoid while waiting for it to end. If they fail, they're transported to a separate arena and are tasked with destroying 3 crystals. The separate arena doesn't offer much danger, so it's an annoyance more than anything.
    • As his Fight Progresses, Zylad - Lord of Steel will summon giant red swords that follow him around. He will send these after the player faster and faster as he loses health, creating spinning vortexes that drag the Crusader should he get caught in them. There are two problems: The swords will still drag the Crusader if he counters or dodges the attack, and the attack timer is completely independent of his main attacks. His hammer attack in particular becomes next to impossible to dodge if a sword is hurtling towards you.
    • The Rejected Daughter's Egg sacks are usually fine, creating a slowing zone that disables the life-saving fountains needed to cure her poison until they are destroyed. The issue is that there is no cooldown for this attack. She can spawn another sack immediately after you've dealt with the last one, or not even wait that long, and fill the entire screen with slow zones.
    • In NG+, Eksyll's Laser orb gets a nasty upgrade to its spinning lasers. In the base game, it starts off with 2 and upgrades to 4 in phase 2. In NG+, it starts off with 6 lasers in a star pattern. These are quite difficult to dodge, since like the warden before, dodging through one won't give you enough time to dodge through the next. If the orb does the attack right next to you, the best solution is usually to just dodge into the wall for the Invincibility frames. This attack can easily eat up most of your health (since Eksyll already hits like a truck in the base game), your stamina, or both. And because of how Eksyll's fight works, you might have to deal with this attack on top of another attack:
  • That One Boss: Being a soulslike, this was a given
    • Eos is rather early in the game, when the player hasn't acquired that many Shards or Skill points. So Eos requiring the player to take down a constantly regenerating shield on top of dealing with two enemies at once is a bit much for either the 3rd or 4th boss.
    • The Deer God is a rather straightforward boss on the surface level, being a straightforward attacker with some plant magic. However, its enrage mechanic takes some getting used to, as unlike every other boss, the main strategy for dealing with this attack is not to attempt to dodge it, but instead to back off and wait for the effect to end. The blood-sucking flowers don't help much either, as they bloom quickly and can catch new players off guard just enough for the Deer God to finish them off.
    • Then they finish off the Deer God and The Warden of Purity awakens. A second phase with completely new attacks is difficult enough, but the warden throws in Massive area of effect and high damage to make them even better at catching players off balance.
    • The Rotting Crown serves as the final boss of the DLC, and certainly packs a punch. He's got a frankly absurd healthpool, on top of being able to shield himself at will for a pretty hefty amount. Plus he's constantly spawning indestructible skeletons that need measured use of the bells in his arena to eliminate (his shield prevents their use though, and he can summon one with no telegraphing at the drop of a hat). Furthermore, his main projectile attack, which spawns swarms of orbs, has a nasty effect if you're standing where the orbs first spawn, as all the orbs will hit you simultaneously, dealing most of your health with no telegraphing (on NG+, this is just Instant Death).

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