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So, here's the end of the run. I ended up altering by build a bit since Radahn is weak to pierce damage apparently, but I couldn't use any thrusting swords without also using Radagon's Soreseal, which I wanted to avoid because of the extra stamina I would receive. Anyways, this fight is such a humungous mixed bag in my opinion. I absolutely adore some elements of the fight, while there are also others that I think are bafflingly stupid. On one hand, I really enjoy that this fight tests so many skills from the player all at the same time, such as constant positional awareness, tight dodges with specific directions, stamina conservation, and quick decision making and equally quick reaction tests. On the other hand though, some of the elements in this fight that you have to play around are just very weird, and often come across as unintentional side-effects of a janky fight held together by sticks and stones. One particularly annoying attack that I spent quite a while trying to dissect was Radahn's rock sling attack in phase 2 where he adds the 5 follow-up attacks. That attack was incredibly strange because the timings of each clone was inconsistent at points, making them literally unavoidable if I had to resort to actually dodging them instead of just running away. Even if I did resort to dodging the clones and the timings weren’t inconsistently spaced, the rolls themselves are quite tight, so I wanted to avoid that scenario if I could. Another clone-based attack that was extremely annoying was his horizontal distance-closer, because the clones attached to the first part of the move seemed to be oriented incorrectly at points, making the dodge timing absurdly tight, or flat out impossible. This didn't happen a lot, but it certainly happened enough to become very annoying. Thankfully, there is counter to this problem, which is to simply never let the attack come out at all. This is achievable by quickly closing the distance between you and Radahn whenever he decides to run away. When he does this, he has a choice of 3 potential follow-up attacks, and immediately closing the distance when he's running away practically guarantees that he doesn't do that problematic clone attack. Obviously the elephant in the room needs to be addressed with this boss' moveset, which is of course the 1-2-X combo (also dubbed the "1, 2, kill yourself" by one of my buddies, Nosavo lol). For this, I wanted to avoid using the Fine Cricible Feather Talisman for a more "pure" 1-on-1 fight. Without that, this attack was very strange to deal with, because it usually wasn't an issue as long as I positioned myself correctly, but there were numerous occasions where I felt like Radahn tracked me in a strange way, and resulted in my roll direction being very off from what I intended for the dodge. This wasn't a massive issue, but it was one that reared it's head every now and again, and just felt confusing. On top of all of these strange issues (and some other minute ones that I don't feel like getting into), this fight also happened to be by far the longest in this challenge, especially since Radahn's stagger meter tends to reset if he decides to do any lengthy attacks, such as the rock sling attack. I didn't mind the endurance test personally, but it certainly did not help the already present issues with the fight that I had to constantly play around. However, despite all of my issues with this fight, big and small, I still think that it makes my top 5 remembrance fights in the DLC, which is saying a lot because a lot of these are my favorite bossfights ever made. I think that overall, the fight is a bit too hard and unreadable for the general player-base, but as someone who does largely understand the fight, it just has so much going for it, such as overall lore, music, spectacle, and honestly, many aspects of the gameplay, despite my issues. It's just unfortunate that it all doesn't land quite as well as I would've hoped, but it's not the end of the world. Hopefully FromSoftware decides to take another look at the fight and tweak a couple things, but I'm not exactly optimistic about that. I would much rather have them change Metyr's dumbass event horizon attack. Also I missed a riposte at the end, so this run is actually dogshit, factually. RL1 Rules: No Hit (No Damage) No Scadutree Blessings No Revered Spirit Ashes No Armor No Shields No Flask of Wonderous Physick No Consumables No Affinities No Spirit Summons No Spectral Steed Whistle No Ashes of War Solo/Melee Only Equipment: Lordsworn's Straight Sword (+25) Axe Talisman Ritual Sword Talisman Blue Dancer Charm Retaliatory Crossed-Tree Game Version: 1.13