Lies of P

Lies of P

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My thoughts about the DLC
Artistically speaking, the DLC is breathtaking. Environments are beautiful, diverse and engaging, and the story is very interesting. The new weapons are also quite fun, but unfortunately there isn't any weapon with the "freezing" attribute. That could have been interesting.

But unfortunately, when it comes to balance, the DLC clearly shows that the devs takes too much inspiration from Elden Ring (in the wrong way). Majority of bosses are way too strong, with huge health pools and most of them can finish you off in 2-3 hits. And this can extend to many normal enemies. They simply deal way too much damage. Every boss fight is basically a war of attrion, where a single mistake can kill you. Your character simply feels too weak, like he was a very frail puppet, made ouf of thin aluminium instead of steel. No matter how many points you invest in motivity or technique; you will never deal "enough" damage to feel you are strong. Only fable arts deal significant damage, and also they are the only attack that can't be interrupted. The other attacks (even the charged R2) will be interrupted even by the slightest breath from enemies. And of course, don't expect enemies to stagger like you do: many enemies will just continue spamming their attacks even when they are getting a charged R2 from your biggest weapon.

Don't get me wrong, I love this game. But the enemies feel so overtuned and so strong that the poor Carlo feels like a Temu puppet instead a legendary puppet made by Gepetto.
Last edited by Tourette's Guy; 20 Jul @ 9:13am
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Showing 1-4 of 4 comments
Azyle 20 Jul @ 9:20am 
Idk - I thought most of the bosses were overblown in difficultly. The last one is hard but to me its hard in the "LOL HYPER AGGRESSIVE IS FUN" kind of way. That said, I also struggled with Veronique but my style of play is more dodge dependent than parry focused.
Plumber 20 Jul @ 1:13pm 
If it’s any consolation, I got the impression that while the difficulty settings are “Easier, Easy, Normal” for the base game, they’re treated more like “Easy, Normal, Hard” in Overture.

as a heavy weapon enjoyer, I had no issues staggering the stuffing out of some of the spongier minibosses, but bosses definitely weren’t as free to stunlock off of single swings as they tend to be in the base game.

There’s definitely some cues for attrition; while most of the bosses bleed you of healing with even minor mistakes because they’re scaled like postgame / about the same damage as the final chapter, healing is trivially safe in most cases or even possible mid-combo

freeze is weird in general; doesn’t seem like any stats affect it, appears to do typeless phys damage, has status buildup you can only attenuate with a unique amulet or ampoule… there’s an experimental vibe to aspects of this DLC that make me curious what overlap we might see in the sequel
Netsa 20 Jul @ 5:26pm 
HP bars did seem a little inflated for most of the bosses in the DLC, at least in an NG run. I felt this the most during Markiona's fight, since attacking her puppet seemed like it was supposed to be more of a highlight strategy. Instead, it was so tanky that it felt easier to dump that damage into Markie.

Whether the bosses in general were overtuned I guess depends on whether you believe that the DLC was supposed to be harder than the final act of the base game. It's not technically a post-game DLC, so expecting a post-game power level is kind of weird. On the flip side, a bunch of the equipment you get from the DLC is overtuned for the base game, so I expect that's where the devs thought it would even out: use the DLC gear against DLC enemies. <*insert shrug emoticon here*>

I didn't notice the lack of stagger much, but that's probably because the way I usually play assumes the enemy won't stagger.
Crocodile...
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