![]() ![]() My last several replies have just been responding to your argument that the last stage of the boss fight is a good test or distillation of core gameplay mechanics. I'm not that concerned with the last stage of the boss fight, or the fight in general. That was my strategy for learning the fight I no longer do that. Obliterating yourself from existence is a very lame way to end a run by comparison.Ī bad example of Strategy is refusing to pick up a fun item bc Mithrix will one hit you with it. The challenge mode is not meant to be easy and it wouldn't be hard or fun if there wasn't a difficult boss battle to overcome at the end. That's exactly what it is now, you can still obliterate. I'm fine with Mithrix's last stage as a kind of story moment in an optional last fight. It's not as if you need to defeat him with him keeping all of your items that would be absolutely impossible and I'd agree with you completely. Play carefully until you get the Tesla Coil back, dodge the orbs at all costs until the Kjaro's come back, don't worry about his HP until you get your healing items back. As they come back, you know what he's lost and can play around it. ![]() Yes, he heals back to full, but you get the items back over time, and eventually you'll get the problematic ones back. You seem to be overly concerned about that phase of the fight. Medkit isn't balanced around healing Mithrix for thousands of points of health. Tesla coil and kjaro aren't designed and balanced around the last boss stealing them from you and using them to instagib you. A bad example of Strategy is refusing to pick up a fun item bc Mithrix will one hit you with it. But it completely upends the balance of the entire rest of the game, which I don't think is especially healthy for the challenge mode in particular.Ī good example of "Strategy" in the game is knowing whether to hit a shrine of the mountain, whether to stay an extra minute to grab more chests, whether to scrap your items in the hopes of finding a good printer later. ![]() And it's especially problematic given how arbitrary the balance is around his item interactions. I don't think it's super healthy for the last boss to encourage players to limit their items and limit how strong they get. Players come back to the game because they want to see how different builds will work, what legendaries they will find, how strong they can get. ![]() If you are literally leaving items on the ground because they will make it incredibly difficult to kill one stage of Mithrix, I think that's a design problem, because it works against the balance and the incentive structure of the entire rest of the game.Ī huge part of the game's appeal is the variance from run to run, which is achieved through itemization. But there are a set of items that are arbitrarily strong on him, and a set of items that do absolutely nothing for him, and the items you will be offered in a given run are random. Maybe if this kind of mechanic (your items being used against you) were more baked into the item system and balance as a whole, it could work. The rest of the game isn't balanced around these interactions. It creates an incentive structure that is the exact opposite of the rest of the game. But his last form doesn't play well with the balance in the entire rest of the game. There are also items that are just incredibly punishing for certain survivors-like Tesla coil vs melee.Īgain, from a "cinematic" perspective, having your items stripped is a cool moment. The most obvious problem is that he can effectively get too tanky deal damage to. Other items can, depending on your survivor, be almost impossible to deal with. It's like void cells: a lot of the items don't matter for enemies at all. The fact that he also gains your items adds an element of randomness that can break the game. If he just cleared your inventory, and you had to fight a form that was balanced around you being itemless, it would be a good test of your core mechanics, maybe. I see where you're coming from, but I think item collection (knowing how to balance collection vs speed, knowing what items to pick up, what to scrap, etc.) Is a really big part of the core gameplay.Īlso, i would accept your argument more if he didn't also gain the items. ![]()
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