Hello everybody, I am just writing my thoughts after playing a long time against this boss,hoping the devs will check the forum for feedback. In case anyone have more info that can be beneficial to make the game better, please feel free to comment.
I enjoyed many aspects of this boss, the drama (even though I would appreciate a little longer build up), the music, the fight in general. Although, I am here to point out the things I did not enjoy so much. I came up with the following observations after playing almost 2 hours, with more than 6 mandatory repairs.
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I noticed inconsistencies in the fight. I played with one specific build, involving ice-damage, and my gear have durability based enhancements only for focus and healing. The last half of my tries, I had a very specific cycle of moves and attacks. Especially for the first part of the fight. Despite that, the boss, sometimes froze earlier or later that the .. let’s say statistic standard of my whole experience on this fight. The same with stagger. And I declare this after I intentionally tried to make exactly the same attacks, to test it out.
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At some point, and only in a few of the fights, the whole terrain went a bit more “misty” than usual and during the fight there were times I could literally not see where is my character due to flashes and color effects of this misty overlay . I don’t know if this intentional, but it didn’t happen every time.
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A few times the projectiles did not lock on the boss. There must be a bug somewhere (and costs a lot of focus for both players and devs to fix it , hahahaha)
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With the new patch, many times the parry feedback does not trigger (vibration on the controller, sound etc) . This happens with the back-stab indicator too, but this is not related to this boss fight.
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While I like the new implementation of limited food, the time needed for consumption is still long . For me in this fight, it felt that a lot of times I healed just to take another hit while eating; bringing me to the same hp I had before the consumable! I really found it more efficient to heal via life-steal, by dodging the boss while equipped with “deal % damage while damage dodged”. I think if there are very tight windows of time to heal, then the eating animation should be quicker, or instant.
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Correct me if I am wrong, this boos has moves that can be parried and others that cannot. And I think there is a sequence that some moves cannot be parried while then the last two can. I was thinking about that, in combination with the misty issue #2 and the fact that there is “hardcore” difficulty now… Well, at least for the hardcore mode, if blurry visuals are intentional, shouldn’t there be another indicator of when you can parry? Especially if the boss can kill you with one full combo… I don’t play hardcore, so maybe this is a bad point, but it was one of the thoughts that troubled me, so I leave it here as well.
That’s it from me. The game is in a very good place and I really feel the devs can make it great! I really enjoy playing, despite its sadistic nature.
Devs, if you read this, please do your best to keep the right balance. As you noticed, before the hotfixes there was a few days that the game turned to be frustrating instead of challenging. It’s a fine line and I understand it is difficult to fine-tune, but it is important!
Keep up the good work !!