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Celestial champion fight


celestial champion fight poll  

43 members have voted

  1. 1. Do you like that the phase one loses the flapping atack?

    • Yes, with the rolling atack and summoning gestals is enough
      7
    • No, it was cool and made the fight less repetitive
      28
    • I dont care
      5
    • Other (share your oppinion in the comments)
      3
  2. 2. Do you like that, in the phase 2, the spike atack doesnt do melee damage?

    • Yes, the damage for being hit by the spikes plus the risk of being trapped is enough
      21
    • No, it should do damage when you are close to him
      16
    • I dont care
      5
    • Other (share your oppinion in the comments)
      1
  3. 3. Are you happy with phase 3?

    • Yes, the mechanics and atacks are perfect
      7
    • No, the crystals summoned should have more impact
      21
    • No, the lasers should have more damage/range/hit box/whatever
      6
    • No, the circle of gestals should work in other way (it shouldnt end by leaving the circle)
      15
    • No, his melee atack should have more hitbox
      10
    • Other (share your oppinion in the comments)
      8


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16 minutes ago, DaZoul said:

I like that the phase 2 spike attack doesn't do damage, cause then you can deliver a hefty amount of damage, and even with that the phase takes a while to take down

That is true but imo is better to have engaging bosses than dumb ones that lets you hit him because if not the fight takes so long. They could reduce the hp pool but add more atacks to considere when kitting 

Anyways, for a group of players these blank spaces where the boss lets you hit him makes it way faster so reducing the health but making the boss have more atacks to considere makes the fight more balanced between solo players and groups of players

Feels weird to see the boss not fighting back. Also this weird feeling is so strong in the phase 1 since they removed the flapping atack, he just watch you crush his phase

I mean the difficulty compare to the loot is in a fine ratio. I think celestial champion is a boss with equal hardness compare to toad or the triple shadow chess piece, and the loot have the same effectiveness compare to toad loot.

I think celestial champion is still just a middle boss in the celestial quest line. And it's hardness and loot is fine like that.

People just expect too much on celestial champion.

19 minutes ago, Tranoze said:

I mean the difficulty compare to the loot is in a fine ratio. I think celestial champion is a boss with equal hardness compare to toad or the triple shadow chess piece, and the loot have the same effectiveness compare to toad loot.

I think celestial champion is still just a middle boss in the celestial quest line. And it's hardness and loot is fine like that.

People just expect too much on celestial champion.

The difficulty is fine imo, what makes me sad is that they are making the fight more simple and repetitive removing atacks. It doesnt need to be difficult, just fun like klaus

Just now, ArubaroBeefalo said:

The difficulty is fine imo, what makes me sad is that they are making the fight more simple and repetitive removing atacks. It doesnt need to be difficult, just fun like klaus

Mean while im just glad the fight is not on ocean like crab king.
The worst boss in this game history.

14 minutes ago, thegreatJash said:

I think the third phase needs more interaction with the crystal thingies. Once he summons them, they're kinda just...there.

I don't like this... I'd really appreciate not having to need the weather pain. If anything maybe it can just summon a whole lot more so it feels like a mine field. I haven't actually fought it but fuelweaver, crabking, and toadstool are 10x harder because the weather pain is gimped on console.

22 minutes ago, HowlVoid said:

I don't like this... I'd really appreciate not having to need the weather pain. If anything maybe it can just summon a whole lot more so it feels like a mine field. I haven't actually fought it but fuelweaver, crabking, and toadstool are 10x harder because the weather pain is gimped on console.

they dont need to be as strong as other boss "perks" but neither so underwhelming. They could do the same thing they do now but in larger numbers or stronger effect so you can ignore them but they have impact in the fight if you are not carefully

3 minutes ago, ArubaroBeefalo said:

they dont need to be as strong as other boss "perks" but neither so underwhelming. They could do the same thing they do now but in larger numbers or stronger effect so you can ignore them but they have impact in the fight if you are not carefully

Increasing the range of the crystals' attack is a good start. Imo

I've fought Celestial Champion twice now, once right after Eye of the Storm released as Wickerbottom, and once after the Crown Shard patch as Wolfgang. Given the work to get to this boss I'm going to compare it to Fuelweaver, which keep in mind may be an unfair comparison considering this boss is still a work in progress.

Phase 1 (Bakugan) https://www.twitch.tv/videos/998238119

This phase seems the simplest. I did die to it on my first attempt while learning the patterns but it is easy to beat this phase without taking damage if you know where to run.

Removing the tantrum attack vastly increased the window you have to deal damage. The Gestalt attack is pretty much a non-issue if you stand out of range and wait for it to stop, which becomes a recurring theme.

I'd say this is as easy as Fuelweaver's Phase 1 where he has the head bash and bone spiral.

Phase 2 (Beyblade) https://www.twitch.tv/videos/998243748

Similar to Phase 1 I died a handful of times to this phase while learning the patterns, but I can easily do this phase with minimal damage now.

Compared to Phase 2 there's fewer opportunities to get in hits, usually requiring you wait out two spin attacks before getting in some hits while spikes are summoned. The spikes often have easy gaps to run through as they will shatter if they overlap each other when spawning. I do like the Greater Gestalt attack, as I consider Greater Gestalts to be a legitimate threat, but because they all go in the same direction, you are never at risk of being hit by multiple Greater Gestalts at once. Like with Phase 1 this attack is easily handled by distancing from the Champion and waiting it out.

Looking at Fuelweaver's Phase 2 there is much less to do, which I actually like. The boss has no invulnerability period or healing, which are actually my least favorite mechanics in a boss fight in any game, and I do find the bone cage attack to just be irritating.

Phase 3 (Sky Dancer? I'm running out of toy comparisons) https://www.twitch.tv/videos/998231621

This phase is the one I most consistently take damage to, and it's because I get reckless in all honesty.

The laser attack pretty much can't pierce Bone Armor with its long cooldown, but the melee attack often gets a hit in as I just tank and go in for more damage. The Gestalt/Greater Gestalt summoning can be tricky if you don't get out quickly, but I have not had much issue running out of range. The Enlightening Snares seem to be compared to Toadstool's Sporecaps a lot, but I find they are not too big of a deal most of the time. Even if the Champion positions itself in a Snare's range, you can chase it out without too much issue. 

 

I very much enjoy this boss fight, the design feels suitably otherworldly for a champion of the moon. While it may not require the variety of resources that Fuelweaver does for a clean fight, I don't think it needs to. While the fight seems simple when broken down into how to dodge every attack, every Don't Starve player remembers when Tallbirds were an unassailable run ending harbinger of death to them. Learning to dodge attacks is just how combat in Don't Starve is and I'm here for it.

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