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« on: November 03, 2020, 03:56:49 AM »
I beat V6 in two nights, and I'm extremely happy with most of it. However, the boss design rubbed me the wrong way in a few spots. Let's go in order.
-Weapons Archive:
While Doc Wood+Heat is a bit obnoxious, Hard Knuckle makes quick enough work of him that I don't really have enough complaints for the first wave. No, my problem here is with the second wave.
Duo is the big problem child, just due to how much time he spends invulnerable. The Meteor attack, combined with retreating into his little hidey hole, on top of just being naturally hardy, makes actually killing him a problem. I feel like King's X Beams do a bit too much damage relative to how difficult they are to dodge, but this one might just be me. Buster Rod G isn't too hard, per se, but you don't have a great weapon for him; contrast to the aforementioned Doc Wood+Heat or Dark 4, who go down easily to the weapons given for the first wave.
I wouldn't comment on Weapons Archive much if the difficulty raised linearly, but I found the third wave MUCH easier.
-Wily Robo Iron Golem
The actual difficulty of the Golem isn't a problem, but I feel like a few of his attacks lack proper conveyance for how lethal they are. The way to dodge the attack where he drags his arm across the ground, that being "jump over his arm", I felt wasn't made obvious enough. His arm has a much smaller hurtbox than the sprite, so I didn't think jumping over it was even possible. The flame-spitting attack is much better in terms of conveyance. The reason this is a problem is because of how punishing it is to take the brunt of the arm drag attack; at best, you can hide in the corner for 15 to 25 damage, but if you get caught close to the hand, you're dead on the spot.
Terra
Honestly, I can't comment much on Terra; while he may be a bit too tough, you have an instant-Win-Button in the form of Dawn Breaker, so it doesn't matter that much.
Sunstar
Sunstar is the reason I made this post. In my opinion, Sunstar is too hard, for the wrong reasons. His big Fuck You Laser requires an extremely specific movement to dodge, yet takes upwards of 70 health off for a flub. It's enough to where taking the hit is enough to ruin the rest of the run, and Sunstar is a long fight. If anything, dodging it becomes easier when he Turns Red, since flubbing a dodge only takes 10-15 off due to constantly moving.
His bouncing move, only done once he Turns Red, also gives basically no indication on how to dodge it. As far as I'm concerned, it's...practically undodgeable. Fuck, I'm convinced that my copy of the game is personalized, since both of the gameplay videos I looked up in trying to learn the fight went entirely without him using that move. Again, there's no conveyance here that makes avoiding or reducing damage practical; your best bet is "use your leftover Skull Barrier and pray."
I'm focusing on these moves in particular, because the rest of his moveset is not a problem at all; if anything, parts of it are too easy. The floor-chaser-flame is fine, the Wave Flame is only difficult because it can nail you more than once but damages you like a move that only hits once, his Desperation Move is a joke, and him grabbing and throwing you is more likely to help you by giving you a guaranteed straight shot. Also, him Turning Red isn't related to his Desperation Move, which feels like an oversight.
All that being said, I really like how he has interactions with Time Stopper and Grab Buster, but Photon Missile goes straight through him. 0/10.
Eclipse
I had trouble with Eclipse at first, but slowing down during the Punch-Out section does wonders. Getting knocked out of the Punch-Out segment is a death sentence, but that feels intentional. All that said, I think the orbs that you need to destroy to get close to him are too strong for how many of them you need to destroy. Also, when he blocks and then counter-punches you, it's basically a split-second reaction for which hand he's going to punch with; it's REALLY easy to get cheap-shot with no way out.
Also, Gamma's movement speed is fine, but a directional dash with a cooldown attached would do wonders.
Once the Maestro Energy segment starts, I like the visual of "losing max health" when you take damage, but the fact that you can still, like...die during that segment is a little silly, it kinda took me out of the moment even if it only happened once. Instead, I think this is the point to put in a "but it refused"-style moment, even if, functionally, Eclipse's health and your progress are still reset.
Ra Moon
Gonna be real? Too easy, for what beating him gets you. Quint gets you absolutely nothing but LORE, yet is much, much harder. Ra Moon, on the other hand, gets you a big shiny "SKIP" button for the rest of the friggin' campaign up through Sunstar. Ra Thor took a few tries, but his shocking allergy to Mega Arm of all things means it won't take long. Ra Devil's biggest problem is weapon management; refighting him through Plug Man's machine gave me literally every weapon, which was a PAIN to scroll through, let me tell you. Going in through the plot and only taking what you need, he's honestly a nonthreat; the only issue is the Lightning Bolt attack, because Concrete Shot can get you to him but not up the corners. Bring in Wheel Cutter and he's toast.
Also, Grab Buster doesn't work on him, 7.8/10.
Oh, and on the topic of Quint
The Stardroids can pick up the hidden Sakugarne in the Wily Star level. Oops.
Protecting Bass to get Ballade Cracker is also significantly harder than Mirror Buster and Screw Crusher, since Treble Boost sucks offensively, primarily, but also because of the selection of Robot Masters. Astro Man can be a problem, sure, but Wind Man and Grenade Man can shred 800 Health in a minute, and your Rush Search efficiency is axed in half if you don't get the E-Tank...which is itself difficult due to being in the MIDDLE of all the action!