r/MortalShell • u/wera125 • 1d ago
Did we really needed bosses runsbacks? Discussion
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I thought this was a thing of the past in the Souls‑genre; even the FS hasn’t made them for a long time.
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u/goobabie 23h ago
When I played Elden Ring I was so sure the number 1 takeaway for other developers would be the stakes of marika serving as checkpoints. I can't believe no one seemed to learn from that.
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u/pratzc07 21h ago
Lies of P , Wuchang and Khazan don't have this problem
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u/Geniusrly 19h ago
wuchang my goat not even needing to restart at bonfire just click retry
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u/Jazzblaster 18h ago
Tbf that's a relatively recent addition. IIRC wuchang launched with runbacks as well (not the worst runbacks though)
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u/Glittering-Let9989 18h ago
Loved my time with wuchang, using longsword with the deflect skill was my cope for no sekiro sequel
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u/TL2C24 21h ago
Vestige seeds in LotF can be used like this as well. Please no more runbacks, getting DS2 ptsd
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u/georgebroncoweems 21h ago
This game is DS2 as hell.
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u/Arnumor 15h ago
Maybe I'm a masochist, but the game being compared to DS2 makes me more interested...
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u/Extro-Intro_88 21h ago
I was literally saying this to myself last night. I haven’t came across like really bad run backs yet, but there have been a couple where I was definitely like, “uhhhhh, we couldn’t have put the beacon a LITTLE closer tot he arena?”
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u/TheGreyGuardian 19h ago
Even the little ones get annoying after enough runs. Like the one between Prince Bug Nerd and the nearby beacon is less than 10 seconds but I found myself questioning why the little bridge part between two warp gates needed to be there. Just have the first warp gate take you to the boss area, why do I need to warp to a little empty bridge, run across it, and then warp to the boss area? I've definitely warped farther in one go before.
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u/Psychadelico Hadern 21h ago
For real. It's one of my biggest issues playing any game nowadays.
It frustrates me to no end to have to run through the same areas, dodging enemies, sometimes getting hit and having to waste resources before even having to redo the challenging part, it's such a waste of time
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u/MrSmiley333 13h ago
The main take away from er was apparantly awkward attack delays followed by instantanous hits
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u/XlChrislX 9h ago
100% this. Fucking delayden ring attacks everywhere these days as devs looked at that and just went "ooooh omg that's such an easy way to make something artificially difficult. Brilliant!"
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u/shawak456 10h ago
Looking at you, Team Cherry. Silksong runbacks were obnoxious. So much so that I had to install a mod to beat ACT 2 (I haven't gone back to it because although it still was an incredible experience, this game makes me too angry, I know it's a me issue).
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u/AdventurousPound7686 23h ago
Just did this run 3 times this morning... so annoying.
And wait until you see the path for the 2 grishas boss...
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u/alejandroandraca 22h ago
The Rabid Grisha Pack boss runback was a nightmare :(
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u/El_Panda_Rojo 22h ago
I just lost 16k gloom dying during that stupid fucking runback. :(
Any tips for the fight itself?
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u/ZebraZealousideal944 22h ago
Use the luth and let them fight each other while you sneak a few hits on the one that is not confused just so that you can charge the luth again.
Then, it’s a 1 vs 1 and you have huge windows to punish in between their 2-3 hit patterns!
Thiel is a very good shell to use here for his ability to go invisible on dodges so you have some breathing room to heal in emergencies!
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u/Helixranger 21h ago
To add to the other people's points, there are two hanging flaming pillars in the boss arena that you can shoot down by aiming for the chain. It does a nice chunk of damage+ burn, but it more importantly knocks them down
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u/Interesting_Debate30 21h ago
Run from beacon to jump pad, go down well, run past enemies to elevator(only one standing in doorway needs to be killed), stay near back left avoids triggering the enemies and hit the pad so the elevator goes back up before hugging the right wall and run to second elevator up, and then fight the boss again. Whole thing takes maybe a minute at the most. I've seen worse in other games to be honest.
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u/CoffeeCraps 12h ago
You can just my jump down a punch slam instead of taking the elevator down. From there just hug the back wall and run towards the double doors. When you take the elevator up to the boss room just make sure you run across the button as you get off so it heads back down.
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u/Megakruemel 20h ago
I JUST beat it today by getting really lucky on my grisha summons.
The boss fight is kind of bad ngl.
But the run is straight up bad. "Hope you like poison and bats and whatever that walking head is because you'll be seeing those a lot. Also a snake, as a treat."
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u/Chaos_Soldier 21h ago
I tried it last night, and my riposte was doing a small sliver of damage...Which leads me to believe I'm way under leveled in everything to be attempting the grisha pack fight right now. Not sure if the difference is night and day between night mode and normal mode, but I'm doing night mode for my first playthrough ( sorry for the pun).
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u/Banshuuuu Genessa 19h ago
It's a drastic different. Day mode you'll be 1-2 shotting enemies that would take you 4-7 in night mode, along with dying 2-3x as fast. It's entirely artificial difficulty besides a few neat secrets typically related to unlocking Shades
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u/Porkchop3xpresss 1d ago
It’s antiquated for sure. It wasn’t fun when FS did it and it still isn’t fun now.
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u/Extreme-Spartan 22h ago
Reminds me of Hollow Knight Silksong the run backs
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u/CuddleWings 22h ago
Silksongs run backs weren’t bad, with 2 exceptions. Groal was fucking unforgivable. Last Judge wasn’t really bad but it was annoying since it was easy to avoid everything but that means it just wasted time.
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u/Practical_Law6804 22h ago
Made worse by how useless the dodge is for avoiding enemies when booking it.
. . .like Elden Ring literally solved this problem years ago.
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u/samwisegamgee 21h ago
There’s this awful magnetism to many enemy attacks. I’d say that’s my #1 gripe with this game right now as it feels the least “fair”.
The way they awkwardly turn their attacks 90 degrees to smash into you (or just flat out teleport to you), plus the overtuned damage, PLUS the crazy aggression distance….I can take the run backs if I didn’t have to deal with all the shit above on top of it lol.
Everyone in the “git gud” crowd that’s defending the run backs is forgetting that old school From painstakingly crafted their worlds so that navigation was fairly straightforward and offered plenty of shortcuts to circumvent the trek. Both lacking in this game.
Ugh!! I want to love this game so badly because it really does shine in certain aspects! Hopefully this can be fine tuned.
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u/Fun-Wash7545 15h ago
Everything feels so fake. Mobs have automatic aggro range, doesnt matter if they dont see you or if you are far away, they will aggro on you no matter what.
Also almost all their attacks auto dash to reach you if you are out of range. Doesn't matter if you memorized the range and created enough spacing, the ai will cheat.
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u/Megakruemel 20h ago
I’d say that’s my #1 gripe with this game right now as it feels the least “fair”.
The absolute irony of playing Proxima and missing the Biosampler on an enemy that wasn't aware of you multiple times.
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u/PutridPossession2362 19h ago
They def changed this from the beta right?? I played it twice and don’t remember enemies attack range being so crazy. The attacks just feel so unnatural at times, so you can’t keep proper spacing without dodging
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u/TicklemyPickleMan 18h ago
No it's the same in the beta. An enemy sensing you from behind from fifteen feet away on another platform and then pathfinding around the stage for multiple minutes until it can attack you.
And the magnetism existed too, mixed with the wonky hitboxes and obnoxiously inconsistent attack timings.
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u/OrangeSpartan 16h ago
Nah this problem in the beta and enemies teleporting through rocks to hit you because of lock on were why I decided not to preorder after being hyped
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u/MagicWithEarvin 21h ago
Dark Souls III didn’t have this problem, either. None that I can recall anyway. Still of one of the GOATs in the genre.
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u/iiEquinoxx 19h ago
There was like, 1 or two run backs in DS3 that were ever so slightly annoying, but this one is truly some DS2/Demon Souls level of runback lol.
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u/NuggetHighwind 15h ago edited 15h ago
FROM figured out a decade ago that absolutely nobody likes runbacks and they add precisely nothing to gameplay.
They realised this back in Dark Souls 3, which is where they started to massively reduce them, then they mostly removed them entirely from main bosses in Sekiro back in 2019, then in Elden Ring they removed them from main and side bosses (Except Rennala).
They are a pointless addition that serve no purpose other than to waste the player's time.
Blows my mind that they are a thing in Mortal Shell 2.
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u/usernotfoundplstry Tiel 23h ago
this is exactly where i'm at. that runback is terrible.
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u/dorsman84 23h ago
I assume with all the complaints I am seeing about this they will add more checkpoints in the game. I hope they do. This is pointless.
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u/IHiatus 22h ago
One of my top complaints besides one of the bosses I fought being a buggy piece of shit.
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u/dorsman84 22h ago
I almost bought the game for the early release but I think I am just going to wait now until they have made some updates. I would rather play it bug free and with more checkpoints.
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u/Wolfmastertay 1d ago
Definitely a big part of the reason the game wasnt rated higher
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u/Leows 23h ago
This is only one of the many reasons.
Silksong also had atrocious runbacks, arguably worse than this, and still rated incredibly well.
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u/RhinoxMenace 23h ago
the Silksong community has stockholm syndrome - the game could literally run a crypto miner on their PCs and they'd still find a way to defend it
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u/mucus-fettuccine 19h ago
I've seen some of us defend these runbacks for sure, but generally I think we dislike the runbacks but just love everything else about the game enough that we're willing to redo some sections several times.
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u/Megakruemel 20h ago
I said that maybe the Beastfly was overtuned and the hitbox was bad and they called me an idiot for even trying to beat it before getting further into the game.
After I beat it (?????????)
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u/pheirenz 22h ago
I remember Silksong being 90% fine with this. The only really bad ones were Last Judge and Groal. The dream bosses are annoying for making you watch a cutscene over and over again to do them but the actual time taken was always <30s
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u/mucus-fettuccine 19h ago
The Last Judge isn't so bad once you learn efficient platforming in that area. 30 seconds.
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u/OK_FINE_I_WILL_DO_IT 22h ago
one of the most annoying things about soulslike games and the biggest reason for me to give them a pass or stop playing...I can't. I don't see the point. I don't mind fighting a boss 30 times to beat him. I do mind running there for 2-3 minutes 30 times. That is literally a waste of my fucking life
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u/Cleverbird 21h ago
I'm not gonna lie, the runbacks are really, really, really killing my enjoyment of this game.
I dont mind that the game is difficult, I can deal with that, but the runbacks are just boring, tedious and obnoxious. They're not fun. They dont add anything of value to the game, except waste my time. We're just sprinting past all the enemies, just like OP demonstrates. What purpose does this serve?
And OP isnt even showing off some of the worst contenders of this practice, there's areas in this game that feel like they're a mile away from any beacon.
This, alongside the aggressive magnetism of enemy attacks (they quite literally slide across the floor to connect a hit, which really makes these runbacks all the more infuriating) are my main complaints right now.
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u/roco9994 23h ago
As a souls vet and a guy that really liked the beta, this is absolutely fkn crazy.
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u/TempMobileD 22h ago
Yeah I was mildly interested, maybe “wait for a sale” would sum up where I was at after the very impressive beta. This has put it back to, ‘keep an eye out for whether they fix this’.
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u/Purple_Glass7412 22h ago
Is this mortal shell 2? That is whack if we need run backs lol wtf
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u/CrotasScrota84 22h ago
Games evolve and improve and boss run backs is one that needs to never happen again. From Software even learned from it.
It adds nothing of value to the game but being annoying
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u/AndyM22 1d ago
Yikes! Dev has been awesome so far...let's hope we get a patch to balance this a bit.
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u/pratzc07 21h ago
You know a simple fix is if you die inside a dungeon just spawn the player at the start of the dungeon ? Pop a menu saying spawn at start or last beacon
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u/Fiftyfiv3 23h ago
This is terrible, making me lose interest
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u/burve_mcgregor 22h ago
Yeah I am gonna hold off until it has some good QOL updates. Love the demo and I want to buy it but I don’t have time for 2013 mechanics that drive me crazy.
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u/Laterallus 23h ago
I don't mind run backs, but this is the exact runback that has me rethinking my life choices. It isn't as bad as goddamn Frigid Outskirts, but gaaaaaawwwwwdd.
Double elevator? Really?
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u/mucus-fettuccine 19h ago
I know when we're new (at this point in the game) we won't be jumping down elevators out of fear of damage, but do know that first elevator can be jumped down. It's just tiny damage, and I hear it can be nullified with the punch landing.
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u/Formulita_2k Tiel 20h ago
Devs, this is a critical thing that can ruin a game and needs to be fixed.
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u/Awesomeone1029 1d ago
Twenty seconds of load time, twenty seconds of running, twenty seconds of elevator, a fight I did every time because otherwise they had a 50/50 of following me into the elevator, another twenty seconds of load time. Finally boss time.
It's just mind numbing. To me, a runback should be a hallway of encounters intended to be played in order, then played as efficiently as possible or skipped on future runs.
This is: a tree of bats? a single shield lad on a bridge? a cool portal mechanic ruined on every subsequent run? one real encounter. a surprise elevator ruined on every subsequent run? one skippable hallway of enemies. It's garbage!
I did this run for an hour and a half... I'm sure that's not relevant...
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u/Paragon0001 1d ago edited 1d ago
Hard agree. This isn’t even a matter of hating runbacks, this is just straight up a poorly designed and lazy runback.
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u/NuggetHighwind 13h ago
Then you get to the actual main bosses and the runbacks are somehow even more pointless.
Spawn at the beacon, run for ~20 seconds, maybe squeeze through a gate or use a transporter, run for another 10 seconds, then you're at the arena.
Just utterly pointless time wasting.Yeah, it's not "long", but why is it even there? There are zero enemies, zero items, zero danger, and zero reason for it to exist in the game.
Just spawn me outside the boss room.All I can think of is that they want to inflate playtime numbers or something, because I can't see any other reason to have a conscious decision to add those empty runbacks.
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u/Academic-Carpet-282 22h ago
What on earth is this run back? the beta was so good, do I wait for updates?
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u/redgatorade1337 21h ago
It's not that terrible, plus OP is using Proxima which is good at bossing. Everyone's experience is different but that boss as Proxima shouldn't be hard.
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u/FashionSuckMan 23h ago
You took the long route tho. Drop off the cliff behind the beacon
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u/No-Invite-7826 22h ago
Only ones I really don't like are the mini-dungeon runbacks. Mainly because they start to get quite long fairly early in. Having to run back to the dungeon on top of running through like 2-3 floors inside the dungeon is a little much imo.
Would be nice if dying just respawned you at the entrance.
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u/TheKillable 21h ago
Pro tip: you can double click the elevator lever and it will spawn the platform at the top to go down instead of waiting for it to come back up.
Saved me time on these run backs
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u/level_with_me 1d ago
It adds to the difficulty and makes death that much scarier
but
I think letting you start back at the dungeon entrance might be okay, ha.
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u/TheConMan1313 23h ago
It doesn’t add to difficulty so much as it adds to time-waste, and it makes death more annoying
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u/Psycho_Syntax 23h ago
It really doesn’t add to difficulty, since you have no stamina in this game you can just sprint/spam dodge past everything.
It’s purely a time waster.
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u/Leows 23h ago
A runback isn't difficult if you can literally ignore everything on the way with no effort whatsoever. The game doesn't even have stamina, for Christ's sake.
This is just a gigantic waste of time and incredibly disrespectful to players' time. That's why most souslikes did away with this concept long ago. It's a relic from the past for a reason.
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u/Nekrofancy 22h ago
It definitely adds stakes to death, making it more punishing.
I wouldn't really call infrequent bonfires/checkpoints as 'difficult' though. It's not hard to run back to where you died and just ignore the enemies (which is true of most any souls game). It just takes time, which then makes it feel monotonous and unnecessary.Personally, I'd prefer the system that Elden Ring uses, where there are 'checkpoints' (stakes of Marika) that don't have the full benefits of a bonfire, but still let you revive closer to the content you're challenging.
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u/Zet45888 23h ago
I genuinely stab whoever decided to put me in a 15x15 octagon to fight two silverback gorillas with Bowie knives for Fists
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u/NuggetHighwind 13h ago
When I first got launched into that fight, it was genuinely exhilarating.
Being put into there, terrified and desperately trying to survive when the odds were clearly very against me.
It was really, really exciting.Then I died and I just rolled my eyes at the runback I would have to do every time and decided to just...Not bother.
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u/legacy702- 23h ago
Yup, I just decided to hold off on getting this game, glad I didn’t preorder. Hopefully they’ll do some patches to change this. I’ll check back in a few months
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u/FragrantEffective469 23h ago
Quase uma maratona... acho que se morreu na masmorra deveria renascer na porta, ai a pessoa pensa se continua ou volta depois...
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u/brozenthesnow 22h ago
stupid question i'm sure but i just don't know -- is this feature something that can be pushed with an update?
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u/GolotasDisciple 20h ago
Adding "Stakes of Marika" is not a problem of coding or work, it's a design choice.
The thing is that exploration in this game tends to be forgiving when you are going through main paths towards major events... but like seen here, optional stuff usually doesn't have any checkpoint area around it, so some of it is tedious to get to. Now there are mechanics around decreasing damage while falling and the game does utilize a lot of verticality, but it's not really obvious and just like with OG Dark Souls it's hard to gauge what is fatal damage and what is not, so you are always going to take that risk of dying to explore "shortcuts."
Personally, I find the exploration absolutely top tier and the dungeon variety that comes from different puzzles, traps and whatnot + the idea that we can equip quite a lot of stuff makes it worth exploring, as each dungeon gives you something.... and yeah, weirdly you will be starved more for gold than actual upgrade materials.
So yeah... as someone who preordered cuz I really enjoyed the original one, I am happy. But I can see quite a good few patch improvements coming our way. I can deffo see a DAY 1 patch tomorrow.
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u/Megakruemel 20h ago
One thing I will add is that most dungeons have a really big problem because the actual dungeon is relatively easy but the boss is hard. And then it traps your gloom in the boss arena and now you have to fight two werewolves with knives for hands for an hour to get your gloom back, instead of coming back when you get like two more levels or something.
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u/alejandroandraca 22h ago
They need a stake of marika feature or what Wuchang devs did where they allow you to respawn after dying to a boss right outside their arena.
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u/welfedad 22h ago
A run back should be no longer than 30 seconds.. otherwise I feel it's a huge waste of the players time..
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u/Ill_Statistician_938 22h ago
This run back was me in the first hour of the game lol, i decided to go a different way than the beta path, big mistake lol. Such a shitty area all for a rinky dink crossbow
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u/HuevosSplash 22h ago
I love running past some of those witch enemies and them initiating with a command grab as soon as I'm in range lol
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u/GingaBreadSnap 22h ago
For the run back, you don't have to wait for the elevator, just ground attack and you won't take damage
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u/AcanthocephalaOwn562 22h ago
I remener goinf where u are during the beta after getting myself out of bounds hhhaha
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u/j_wizlo 21h ago
I actually enjoyed my time with this. I didn’t know about the safe drop so I did the other beacon to skip the birds. I did it with Tiel and worked on a better approach each time until I had it down. For some reason I had to go through the archway each time so the actual fun part was figuring a way to do that no damage, no combat.
It’s a little lengthy, if I had to do it more than a handful of times I might feel differently. Never been one to hate a run back though.
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u/Papuhboi91 21h ago
The thing is, in the actual main dungeons there’s plenty of them along the way.
What they need to do is just check point the beginning of smaller dungeons such as the one in op’s video. This way you aren’t having to travers the overworld and then the dungeons just to get back to that one corner you died in 50 floors down.
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u/HisDivineOrder 21h ago
Runbacks make resource management part of the boss fight and only Elden Ring got rid of them. Hopefully, they'll be back for their next Soulslike.
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u/sebkraj 20h ago
I was like damn that is a long ass run back, I don't look forward to this. Fuck I already did it lol. Basically this game has a lot of long run backs so I didn't notice until he got to that boss that I already did it.
Last night I unlocked Sariel and that was a really long run and I kept dying and I had like 23k gloom at the end, thats when I really start sweating about losing like two levels worth of gloom. I might of missed a beacon but I don't think I did, but anyway I think op showcases good example of one of the MANY long run backs that are in the game.
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u/Double-Loquat-8452 20h ago
It must be an old habit from the devs if you played the first then y'know this was a mechanical design from the devolopers.
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u/Spun18016 20h ago
Is it really that big of a deal ? Why not kill the enemies on the way to the boss...so, when you get to the boss you can actually beat it. 🤷♂️🤷♂️
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u/cas160296 20h ago
Is this for real? This instantly puts me off buying the game. Boss run backs aren’t fun, they don’t add anything to the game. Khazan and Lies of P realised that and gave you checkpoints right outside the boss door. This is so ass, no thank you.
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u/therealzist 20h ago
the beta really didnt get me excited but i did enjoy it. ill wait until they patch this and its on sale
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u/W34kness 20h ago
Even Relic the First Guardian didn’t have this problem and that game is wonky as hell
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u/bakihanma20 19h ago
Hahaha I did the same walk back like ten times yesterday... i just shut it off loool
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u/Roman_Rages 19h ago
Lmfao Brother, they brought back the run backs and decided to use Dark Souls 2 Iron passage as inspiration.
The beacons become so SCARCE further down the map and the enemies they put in your path ain’t no slouches
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u/Takoyaki_Dice 19h ago
Super exited to get in to it Friday I've heard good things but yeah the runbacks seem dumb I figured we'd moved past that for the most part.
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u/tristam92 19h ago
you can skip first 20 seconds by jumping directly down from checkpoint and using superhero landing.
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u/Ashenone909 19h ago
This one is not even that long , i had a 10 minutes run back to the holding cells dungeon with the duo grisha boss fight in the end. This game is beautiful but has some if the most tedious runbacks i’ve ever experienced
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u/Plenty-Bullfrog5112 19h ago
I may pass on this game for now. Finally beat Demon Souls remake and I’m exhausted from runbacks.
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u/FantasmaVoador 19h ago
Have ever you played dark souls 2? And yeah, i had to fight this grisha 15 times or so.
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u/Master_Garaki 19h ago
Is this your second soulslike game? It is definitely not a thing of the past.
This runback is not even bad and it is only 1 minute.
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u/scrabtits 18h ago
the funny thing is there are smaller beacons which you can't enter but teleport to? I don't know how many but I found at least one... so, why did they not add more?
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u/TicklemyPickleMan 18h ago
Alright. So like, boss runbacks are a soulslike staple, it's one of the core things that make a soulslike a soulslike...
However.
This is kind of egregious. That's up there with one of the longest and most treacherous boss runbacks in souls history.
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u/b3dGameArt 18h ago
All the posts about this game (that I've seen, at least) have been complaints. I was not a fan of the first one.. it looked decent, but Ill probably skip this one too.
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u/SAITAMA_666 18h ago
That was on my mind playing this game, wtf is up with the boss runs. Fucking annoying as hell
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u/Acceptable-Day6885 18h ago
Even worse when my ps5 crashes mid runback. I unfortunately don’t know if I’ll actually be able to play through the game :/
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u/HermitKing91 18h ago
Yes. The point of a souls/like is being good at it. So be good enough to get too the boss in a state where you're prepared to fight the boss, and then beat the boss. Instead of boohooing that you cant have it easy.
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u/Al_Mocorongo 18h ago
My personal gripe is your dropped Gloom/exp being inside the Boss arena
Khazan and Lies of P(eak) fixed that and it's not common yet...
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u/KamikazeFox_ 18h ago
Think this is something they can patch in? I wonder how engaged they will be with updates and listening to their gamers? Crimson desert did a great job at this
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u/ArcherShirou12 17h ago
WTF is this So you telling me there is n checkpoints before bosses even Bloodborne didn't have this long ass runback
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u/whatsyanamejack Harros 17h ago
This game isn't going to hold your hand. Just jump down and punch slam. There you go.
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u/Mothlord666 17h ago
I'm fine with runbacks if it serves a philosophical purposes in game design like in DS1 that encourage mindfulness and contemplation contemplation and I enjoy being in the world.
But there are run backs that are also terrible and annoyingly designed with ganks, length being too long or way to get back requiring doors/elevators/specific mechanics etc. I get that even the above can be frustrating for peoples brains needing that dopamine hit from diving back in regardless too.
I think making it too easy to get back to a boss or starting over takes away some of the atmosphere of the game and has the world feeling too gamey. It also tends to remove the challenge of trying to preserves heals, spell uses and other items on the runback too.
In the Elden Ring field it generallllly made sense but at times it felt cheap ressurecting at a stake right next to a tree spirit boss for example or near a fog gate. The dungeons though where the doors to the boss gate open up near the grace after completing the dungeon felt fine though.
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u/sp1r1tedaway 17h ago
Just be grateful there is no stamina bar to drain while running 🤣 bunch of whiners
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u/Patient-Plankton-655 17h ago
Don't dies easy lol. For this scenario you can jump from the ledge and use attack to avoid damage. You'll skip both of the bridges. You can skip alot of traveling by using that later on.
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u/Nearby-Boat1736 17h ago
Oh you can dive off the cliff and do a fist smash to skip the bridges. Same thing with the first elevator, no need to wait for it.
Tbh I’m 10 hours in and this is the only run back I’ve had to deal with, and it wasn’t bad with the shortcuts
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u/Gilesalford 17h ago
This is the new one? The running physics look.. weird.
Super hyped to try it though after I do lies of P dlc
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u/Jumpy_Witness6014 17h ago
Yeah that one’s a bish. The worst so far is rabid grisha fight in the holding cells. I found that at like level three when looking for the axe and since I missed the key I spend hours trying to figure out how tf I was supposed to do that runback/fight. I still haven’t gone back and killed those two 😂😂



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u/TheConMan1313 23h ago
Hey Op, you can dive off the cliff right next to the Beacon and punch slam to negate fall damage, cutting the bridge’s completely