Caretaker boss fight entire animation missing

except that this fight is by far the worst boss fight in the history of boss fights, the tusk is missing an entire attack animation. it justis the and then suddenly deals damage when you are around its tusks.

and btw the slow trail is bs, the teleporting is bs, the infinite tusk freakout is bs, the caretaker aoe is bs. everythign about this fight is bs. i kinda want to uninstall this game jsut because of it. negative review has already happened.

fix this fkn abomination of a boss fight. its so obvious a kite boss and absolutely no fun for a melee character…

What kind of character do you play, try a plate build with high poise and a large shield. You can block a lot of the boss attacks but if you’re a wimpy char with little HP and low armor you are going to get pummeled. It’s a choice to play like a glass cannon, and you don’t have to do that.

The animation stuff sucks though, sometimes the mobs don’t play the correct animation and suddenly you end up taking damage. Very annoying and it has to be some kind of bug.

This the forums brother for a EA game. Gotta be calm when giving feedback. ( I just got done freaking out over this lame terrible designed boss)

The Caretaker boss fight sucks for low attack speed players. One you should NEVER have to switch weapons or equipment to make a boss fight possible. Any and ever boss fight should be possible with skill. As a greatsword user I hate having a boss fight where im subject to “poke and run around” why does the caretaker have no way to punish his teleporting or a way to parry him. You literally cant make a dmg opportunity. how lame. The boss fight might be so much more enjoyable with the dang slow goo. thats it!

I found Caretaker generally easier since I usually play gauntlet/1H sword or wand builds, which have quicker animations.

Then I tried a 2H hammer plate build, and even on exalted armor with the highest possible poise, I was getting ragdolled by a single hit from the boar and he started his kick spin and did about 7-8 of them in a row. Absolutely absurd, because each hit staggers you and by the time the stagger wears off you get staggered again.

A lot of these boss fights completely break on slower weapons. This game has such high enemy damage even on non-Unspoken difficulty after the balance changes in Experimental (Breach was much better balanced) that playing weapons with long animation lock times is suicidal.

Something is wrong with damage reduction because between my 54% DR leather+mesh monk build and my 63% full plate and max poise build, I am still getting instantly staggered by boss/goliath hits and the damage intake is not meaningfully different despite a 2H plate having fat roll and much slower and thus vulnerable animations.

All my resists are 60%+ and somehow a ranged bolt from Echo Knight is taking 1/3-1/4 my health and melee hits from enemies are shredding through 63% physical DR and the supposed 20% damage reduction flask on top.

In general in this game everything feels like it can ragdoll and interrupt you while you can spend 150 focus on an Eruption and still fail to stagger a boss with subsequent melee hits after dumping 150 focus.

Even with Parry it seems like the mob immediately recovers after receiving a hit, whereas when you get staggered you are a sitting duck for like 3 seconds and when you get frozen you will literally sit there frozen solid taking hits for 5-6+ seconds.

Nice 2 see ur mind on it Zenith. I was thinking that as well. Im wearing full plate armour. yh big guy, big sword, big fun. Yet the boar can still 2 shot me? so much investment for what?

Most of my gripes come from how turd it feels to play the game as a 2H weapon user only.

The kind of meta-gaming the current tuning is encouraging. Just glass cannon conditional enchant nuke builds or mesh wand+shield block and rune abuse.

Any other kind of normal build that doesn’t abuse stacking offense suffers because the game’s danger levels and stagger application favor clapping out enemies ASAP before they overwhelm your tiny stamina bar and live long enough to get you through your long animation locks.

So people just abuse certain ring effects and % damage scaling.

It’s not fun, this binary design of “2-3 shot them or get 2-3 shot yourself or die in a stunlock”. The combat would be a lot more fun with more triage.

Less damage from the player so you don’t kill enemies before seeing their movesets, less damage from enemies so you have more opportunities to play in away that isn’t that crappy guerrilla “hit the enemy twice and run/dodge for 7+ seconds on repeat for 90%+ of the fight if you can’t 100% parry everything”, and lowering poise and stagger some enemies have and apply.