Geonor

The improvement to his telegraphed drop in teleport is very welcomed. The red circle appears with enough time to get out of its way.

Why change his fog attack though? He now attacks from a different area he exits. Damage is not high though so it's manageable.

The thing that gets me every time though is the red beams. I have trouble gauging where the hit box is because the game is isometric. It's a long fight so dying to those at the very end does my head in.

Последняя редакция: GuiltyParty32#9913. Время: 18 апр. 2025 г., 16:45:47
Last bumped18 апр. 2025 г., 18:05:10
I'm not sure if I saw the recent changes you're referring to but what I saw in early campaign seemed similar to the old system. You have to see him BEFORE he disappears, be moving full speed, and keep moving. That solves the red circle thing.

I felt the hitbox was a little too big too but I just chalked that up, like other items, to give it MORE room than what might otherwise be indicated.
I think the lasers suck really bad too, additionally because the mechanic is completely random just like his charges, it's not as much reliant on your skill so much as just your luck...

Like if you just are walking, even if you are thinking about the beam actively and waiting for it to come up, if you're unlucky you might be just surrounded by them and have to roll in a weird direction that might put you in danger of being hit by one of the boss's other attacks, but like... what are you meant to do about that, realistically? It's just stupid.

If you want to make a skill-based game, then these need to basically have a much longer telegraph if they are random, and if you want it to be predictable, then you need to make it predictable.

Same with his charge, I still don't really understand how he spawns when he charges, and that should be something you immediately intuit if you want this game to be at all fun and not frustrating.

No one should ever have to look up a guide just to progress.

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