The fire phase is already the more punitive one, I just don't get what is the interest of putting these to slow down the fight because the player will try to wait until the boss isn't surrounded by ambers. The ambers left over on the ground by fire AoE feel unecessary.I had similar issues with the other boss in the church (the one with the two spears), when he makes the laser grid pattern, the position of the red lasers isn't consistent, which garantees 10 to 30 HP loss when it appears, by trying to find a good spot. Sometimes, it'll decide to explode just before, just to hit your HP with a nice -40. Sometimes, Eos will re-assemble just after the rotating pattern. The inconsistency of some patterns is too punitive.Also, it makes bosses with several bodies, like Eos, stupid because you can be blocked against a wall very easily. Contrary to many 2D/iso action games, the roll being blocked by ennemies makes the failed roll even more punitive, which is frustrating when the rolls are already very constrained. This is very visible when far from the boss. I died several time because I couldn't anticipate the invisible hitbox. When Eos pops 2 magic balls, which shoot a laser, the laser animation is SLOWER than the laser hitbox. Some visuals do not represent the attack.However, the title isn't exempt of frustrating design choices.Īfter beating the 3 first bosses without any issue, and decided to give Eos a try.Īfter maybe 30 deaths, I have to point what's wrong with this boss, and may apply to others: Too many soulslike have a very bland combat gameplay. The combat gameplay is deep, and makes me feel like I can improve my skill, which is a rare quality these days. I like the overall intention of the game, which creates its own mechanics. Because I've seen the devs answering to feedbacks on the page, I thought about posting my impressions so far.
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