Even if you have low skill, Viscerals will still be doing 2-4 times normal damage unless you're rolling something particularly cheesy like pre-patch cannon or the like. I'm also not in the business of artificially limiting myself to make the game more challenging; if I can parry the boss, I will parry the boss.
I don't find the beast one accurate at all though. Like I don't think I even use that strategy for half of them.
Admittedly it's been a little while, but that's the strategy I recall using for Cleric Beast, Amelia, Curse-Ludwig, Laurence, maybe Paarl, can' quite recall.
Pulling up a list on the wiki of bosses where this strategy applies:
DS1: Asylum Demon, Quelagg, Priscilla, Demon Firesage, Gaping Dragon, Nito, Iron Golem, Sanctuary Guardian, Seath, Sif, and both Stray and Taurus Demons.
DS2: Last Giant, Executioners Chariot, Covetous Demon, Smelter Demon, Najka, The Rotten, Guardian Dragon, Sinh, Aava.
BB: Cleric Beast, Amelia, Paaral, One Reborn, Moon Presence, Laurence.
Now,
obviously the same exact timing won't work on every boss on this list, but the general strategy (AKA the thing I'm arguing about) of staying to a side to limit their attack options does. There are bosses that distinguish themselves, mostly by having very effective moves that below or to the side which makes it non-optimal, but many of them are either non-existent or easy to dodge.
In general though, unless you're on the other side of the arena, you're in range of several different moves/attack strings at any given time at any given position, which the ai can randomly select at almost any time.
Strongly disagree. From the full room length, bosses have more options than you do. You can't hit bosses from across the room unless you're a caster, but bosses can just walk up to you and you're in the same situation. You can't back up forever, the rooms have walls. Comparatively, being up in a boss behind them or to the side means that they can't easily hit with their normal attacks (Often times you won't even need to dodge, just strafing is often enough), which limits their only effective attacks to ones specifically built to counter that positioning, all well and good until you realize that most bosses only have
one, sometimes maybe two, of those attacks, which makes the boss very predictable. AI in Souls games is actually really dumb if you know what you're doing, and one of the easiest ways to break them is to get in their grill.
BB gets off with fewer of these, but I don't think it's a good idea to make series-wide claims using the game that's most different mechanically as a base.
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Besides all that, there is a
Kickstarter for a Dark Souls board game right now, from my understanding it was funded in about 3 minutes after it's launch. Seems pretty cool.