View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0010546 | Valley 2 | Gameplay - Balance Issue | Feb 1, 2013 2:38 am | Feb 7, 2013 10:02 am | |
Reporter | Misery | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.722 | ||||
Fixed in Version | 0.800 | ||||
Summary | 0010546: Boss fight with Elder is completely broken; boss fight imbalances in general | ||||
Description | A couple of major problems with this guy: 1, it's usually IMPOSSIBLE to get to the other side of him without taking major damage, because of that fire wave. Since the level generator seems a little strange about boss rooms (keeps making spots that are impossible to cross without damage, either due to traps or the actual position of the boss combined with the room leading up to it), there seems to very often be no way to attack him without taking a hit. And you cant ever jump over him to perhaps attack from the other side where the level might be less screwed up. 2. He seems to only be able to take damage if you hit him in the head? The problem is that he flies... I cant think of even one spell that's NOT a sine type that is capable of hitting this guy. Nothing else I've tried has worked whatsoever. Part of it is that the hitbox is very... strange. Spells that SHOULD smack him right in the face simply stop right before they hit. Something about his hitbox seems really off. I think the firewave that is always there might actually be cancelling most shots that would otherwise hit him, even when they arent actually close to the wave itself. 3. Tends to stick to the ceiling. Cant hit him at all when he's that high, so the fight ends up mostly consisting of me standing behind something, waiting for him to very slowly come down. I'm finding that there are a few issues with boss areas in general, most of them relating to the slices, some relating to the patterns. Too many of the patterns are things that you simply cannot get attacks through. I'm finding that if I get a boss in an area that has nothing to hide behind, the boss becomes nearly invulnerable (if they're using one of the multi-shot patterns), because there's no way to get them to STOP firing for a moment so you can get some sort of shot through. Most spells seem to instantly become completely worthless during one of these, if the boss chooses either of the multi-shot patterns, since they simply cannot get through to do any damage at all. | ||||
Tags | No tags attached. | ||||
Internal Weight | Major Problem | ||||
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I just wanted to mention: The more of these bosses I tried out, on different difficulty levels and with different spell classes, the more I'm convinced that the main problem is those two specific attack types, the ones that fire the spread shots that throw tons of bullets everywhere. There's just no room to get shots through; if a spreadshot pattern is used, it should fire very slowly. The caliber system makes that type of attack unfeasable when fired rapidly. Not to mention, the other patterns, which seem to only fire one shot at a time, are actually pretty tough to deal with as it is much of the time, particularly with room differences and other enemies often floating around; those patterns are tough but they're always technically fair, as you DO have room to get shots through. It might actually be better to just outright replace these two patterns. With the previous style of boss fight, the small room ones, which I often complained about, it occurs to me that part of the problem with those was the same thing: These spread patterns. They specifically led me to often just take a major ammo spell and crash into the boss and fire it. I find that with those 2 attack patterns, that's STILL necessary in the new boss rooms if you get a room that has no cover (since from cover you could fire sine or slider shots to hit the boss without him firing back). |
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Thanks! Part 1: * Completely reworked the Elder henchman boss fights: ** He nows pursues you, rather than flying around aimlessly (often sticking near the ceiling). ** Periodically the fire that he emits now shuts off, giving you a chance to run under him. |
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Part 2: * Updated the henchmen version of magma blast so that its beam is not nearly so tight, making it so that it's actually possible to dodge in tight quarters! |
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Okay, I'm actually going to tentatively mark this as resolved. I haven't been able to figure out which other spell might be a problem in terms of blocking too many shots -- I had the same problem with magma blast, but not with anything else. If you run into another one that is just too insane, please take a screenshot so that I can figure out which one it is! |
Date Modified | Username | Field | Change |
---|---|---|---|
Feb 1, 2013 2:38 am | Misery | New Issue | |
Feb 1, 2013 2:40 am | Misery | Description Updated | |
Feb 1, 2013 2:40 am | Misery | Description Updated | |
Feb 1, 2013 2:43 am | Misery | Description Updated | |
Feb 1, 2013 8:25 am | Misery | Note Added: 0030439 | |
Feb 1, 2013 9:51 am | tigersfan | Internal Weight | => Major Problem |
Feb 1, 2013 9:51 am | tigersfan | Assigned To | => Chris_McElligottPark |
Feb 1, 2013 9:51 am | tigersfan | Status | new => assigned |
Feb 7, 2013 9:53 am | Chris_McElligottPark | Note Added: 0030573 | |
Feb 7, 2013 10:00 am | Chris_McElligottPark | Note Added: 0030574 | |
Feb 7, 2013 10:02 am | Chris_McElligottPark | Note Added: 0030575 | |
Feb 7, 2013 10:02 am | Chris_McElligottPark | Status | assigned => resolved |
Feb 7, 2013 10:02 am | Chris_McElligottPark | Fixed in Version | => 0.800 |
Feb 7, 2013 10:02 am | Chris_McElligottPark | Resolution | open => fixed |