Tales of Arise | PS4/PS5/XB1/XSX/PC | 9/10/21

Khalil's_Black_Excellence

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the bosses are strangely the worst thing about my experience so far. outside of the first boss, i've just been put off by how they decide to stack the deck and heavily weigh shyt against you towards the end of the fight

its old tales bullshyt combined with extra nonsense. if i can't damage a boss, then give the player more of a tell then 0 damage popping up. if the boss is gonna loop his ultimate attack when he's critical, then why throw their damage resistance and penetration through roof on top of everything else? some events in boss fights don't even give you the indicator if the boss is outside of you field of view as well

its weird because i like the combat a lot but every time a boss fight comes around i'm just expecting bullshyt

Ehhh...so far, only a couple of bosses have given me grief like that and took more than one time to beat. Even then, I think most boss fights have been pretty manageable and have specific counters that you'll surely have upon reaching each boss and their tells are quite noticeable IMO. And I've been playing on Hard from jump. I will say that for some attacks from all enemies, I wish they didn't delay executing them for so long. The perfect dodge mechanic is so useful and seemingly integral to some of the games mechanics and each individual characters perks, I find that the timing is sometimes harder to time cuz I'm used to games being a bit more twitchy in that regard. Since you can't dodge cancel out of attacks, it makes timing all the more crucial, since you can't be spamming attacks when you're preparing to perfect dodge. I definitely think Berseria and especially Vesperia had more bullshyt with their bosses.
 

42 Monks

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Ehhh...so far, only a couple of bosses have given me grief like that and took more than one time to beat. Even then, I think most boss fights have been pretty manageable and have specific counters that you'll surely have upon reaching each boss and their tells are quite noticeable IMO. And I've been playing on Hard from jump. I will say that for some attacks from all enemies, I wish they didn't delay executing them for so long. The perfect dodge mechanic is so useful and seemingly integral to some of the games mechanics and each individual characters perks, I find that the timing is sometimes harder to time cuz I'm used to games being a bit more twitchy in that regard. Since you can't dodge cancel out of attacks, it makes timing all the more crucial, since you can't be spamming attacks when you're preparing to perfect dodge. I definitely think Berseria and especially Vesperia had more bullshyt with their bosses.
the perfect dodge/block stuff timing is funky and inconsistent :yeshrug: im not shytting on the game but bosses looping ultimate attacks was only cute through the second region.

after that, especially when attacks get more diverse and AOEs begin to have properties that don't match their graphics/animations, its gets grating when otherwise the combat is pretty solid. i also hate that some of these hurtboxes reach *behind* enemies as well. if something lunges forward, i shouldn't be getting slapped while im behind it.

those tells stop being noticeable later, one boss in particular is what im referring to with @Bobby Ashley not trying to spoil however

vesperia's bullshyt with bosses was on another level tho
 

winb83

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the bosses are strangely the worst thing about my experience so far. outside of the first boss, i've just been put off by how they decide to stack the deck and heavily weigh shyt against you towards the end of the fight

its old tales bullshyt combined with extra nonsense. if i can't damage a boss, then give the player more of a tell then 0 damage popping up. if the boss is gonna loop his ultimate attack when he's critical, then why throw their damage resistance and penetration through roof on top of everything else? some events in boss fights don't even give you the indicator if the boss is outside of you field of view as well

its weird because i like the combat a lot but every time a boss fight comes around i'm just expecting bullshyt
The regular battles do nothing to prepare you for the boss fights. Even at the proper level the bosses hit like trucks. I had to cheese some of the bosses to death by making a squad of shooter mages and putting Kisara and Law on the bench then just running around spamming double demon fang till my damage boost meter fills, run in and hit that then start running around again. Shionne, Rinwell, and Dohalim just shoot spells until the boss gets to low health and we can take it out.

The real annoying part is when the health gets too low they just span their ultimate attack over and over again until you take them out.
 

winb83

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This picture of your party at the menu is beautiful this is the final version you get. There aren’t any real spoilers but I’ll spoil tag it because a certain party member looks a little “different”. It’s something that was obviously gonna happen but yeah.
6033-D907-DF82-46-E7-AC2-F-625-F9-C0-B79-B6.jpg
 

Dallas' 4 Eva

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Looks like I'll actually have some time to put into this aince I caught food poisoning and probably won't work for the rest of the week.
 

TheAnointedOne

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I'm really curious to see how Tales experts are able to handle bosses like Ganabelt without using healing items.

Got right before the 2nd lord but been playing Deathloop since last night. :snoop:

Game doesn"t have as many of the problems the older Tales games had, such as one mandatory annoying cutesy character, and immature dialogue, but the combat system is already getting old to me. Might switch to Auto mode for the random encounters.

Try playing as different characters.
 
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winb83

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This final dungeon is insufferable. Not gonna finish this game today.

Enemies that were bosses before running around as normal enemies that are damage sponges and the framerate falls into the teens in these fights. Also it's very long with several forced fights.
 
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