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« on: November 03, 2020, 07:24:19 AM »
To add my comments (without echoing the sentiments Mike said he wants to fix):
Ra Moon:
Similar to chuggaa, I think Ra Moon's difficulty would also be fine if it wasn't for the fact that you get Dawn Breaker. For lore and an achievement, you can really do whatever you want, but when you're giving away a weapon that nearly always one-shots enemies with incredible ammo efficiency, you really have to make them work for it.
I thought Ra Thor was a perfectly fine first phase (and I'm very thankful that I didn't have to start over when dying to Ra Devil), so if you were to do any difficult tweaks, I would start at the Devil (or do a third phase). I get wanting to shy away from Quint difficulty, but Ra Devil's neutral behavior does feel barebones, and the weapon puzzles aren't actually difficult in execution once you pick up on what to do, which makes it a set sequence of actions to perform, not an actual fight, and that will only take so many tries. In fact, I was fully expecting a third phase and was nonplussed when that ended up being it (not that I would know what a third phase would be; I know nothing about Ra Moon lore-wise).
I will comment, though, that I used Concrete Block to climb just fine. It's definitely the most finicky ascension weapon to use up that tiny column, but it's 100% consistently doable when you get it down. Oh, also, I used Concrete Block to block the blue fireballs prior to the fight, so I didn't actually have a barrier weapon for that homing attack. I ended up just having to burst him the hell down, but maybe a better verification puzzle for barriers next time? At least one that can't be bypassed with Concrete Block.
Terra: I honestly.......don't remember Terra. I remember thinking he was really difficult, but beating him in an abnormally low amounts of tries. And then, we just kinda moved on...............Oh wait, I do remember wishing there were more opportunities to hit him given the fact that you are constantly jumproping multiple Spark Chasers at a time. Being too slippery as a boss is fine, but then you have to babysit these Spark Chasers the whole time and it's just frustrating.
Weapon Archive: Thought it was great, but maybe that was just because I was completely fanboy star-struck by this boss's premise. Maybe it was the obvious choice, but I wasn't expecting it and I feel like I got much more enjoyment because of it.
I thought the third phase was....not harder than the first two necessarily, but not "easy". That may have to do with the fact that I don't know how to dodge Bass's kick, though. And in my experience, Copy Bot's onslaught of weapons was still something you had to respect his space with. I'm gonna stop myself before I start rambling about nothing.
Sunstar:
So, full disclaimer, I had Tornado Hold for the fight and bound "use TornadoHoldWep" to a button for quick switching, so take my feedback with a grain of salt.
I thought Sunstar was almost perfect difficulty-wise. He has so many attacks that seem impossible to dodge until you stop for a second and think them through, and what you get are some of the most innovative attacks to dodge in the campaign. I LOVE IT. Ducking underneath a bouncing homing ball, having to quick switch to your ascension weapon for the laser, and then jumproping it on his last phase was so freaking exciting. Yes, it's often manic, painful, rapid-fire and jaw-dropping, but this is Sunstar. If you're going to rock someone's balls with a Classic Megaman boss, this is the guy. I actually kind of wish he was alluded to at least once before you free Wily, but that's a bit off-track.
I'm sure plenty of people would argue that you might not have Tornado Hold, and you shouldn't have to have a quickswitch bound because not everyone even knows that's a thing. Specifically for the straight laser attack, I think that's a good point; if you're not actually supposed to use an ascension weapon (and even if you are, you might require a wall and a couple seconds), I agree that the attack is incredibly punishing, and having a way around that one attack is the difference between even seeing his next phase and just dying in the first 10 seconds. Personally I had no trouble for reasons already stated, but I feel like mine was a special case, so.....I'll just defer to your judgment there.
BAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAASS
Oh, and a sidenote, the Ballade Cracker was the toughest weapon to unlock in the entire chapter by a COUNTRY MILE, and although it should certainly be a challenge, this was just ridiculous. This dumbass is charging blindly on a stage that's literally just a giant room against RMs with damage that can effortlessly kill a normal player in 2 seconds flat, if not less. I was absolutely exhausted by the time I finally got it, and that was WITH just spamming Dawn Breaker and infinite Rush Search, which were 100% mandatory for me. I would not wish this on anyone else.