Thank you everyone who responded with advice.
I just can’t bring myself to face this fight again right now. I have never struggled so much with a boss before in any other game, ever. If this is meant to be the easiest boss, then this game is not for me - which really sucks, as I was really looking forward to it.
If the devs can take any feedback these would be the things Iwould tweak:
I haven’t done a full vid recording and frame by frame analysis, but I think the timing of his attacks seems to match the timing of the player’s hit reaction animations. Ie, after being hit once, by the time the hit stagger anim completes, there is no time to react avoid the 2nd hit, which knocks you down onto 1 knee.
And then the 3rd attack comes before the player can play the recovery animation.
So any time you take 1 hit, you’re pretty much taking 3 hits and that’s game over.
If the pauses between the attacks were .25-.5s longer, there would be time to recover and react to the follow up combo attacks. If this was the 3rd or 4th boss, then I wouldn’t have as much an issue with the attack times. But as the forst boss in the game, you normally want to be a little more forgiving to the player who is still learning the game.
It’s easier to parry the horizontal attack than the overhead. The overhead attack has a slightly longer anticipation than the horizontal attacks. If the overhead anticipation was maybe .1 to .15s shorter, it would line up with the average person visual reaction time and be a little easier to parry. The actual attack damage window is super quick, so parrying or dodging all xomes down to recognizing and reacting to the anticipation anim.
Dodging is easier than parrying because the dodge anim and invul frame times are longer than the parry anim time. So it’s more forgiving to dodge an atttack because if you start the dodge early, it’s not a big deal. But if you parry too early, you’re screwed. That’s the risk vs reward and it’s fine.
One of his horizontal attacks (I can’t remember which) has a damage area that extends much further around the swing than the other horizontal attacks. It extends so far that it often hits the player after dodging behind Warrick and after the main swing of the attack anim seems over and you think you’re safe.
Maybe I’m wrong about these numbers. They’re a gut feel, from my experience designing and making games for a very long time.
Adding an option for the player to adjust the difficulty doesn’t take anything away from the game. It wouldn’t diminish the game at all, nor would it take away from the accomplishments of players who play on the regular or a harder difficulty. Think of it more as an accessibility option. It would allow more people to experience and enjoy the game, instead of being frustrated and “locked out” by not being able to defeat the first boss.