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You could have teleported behind it during the taunt and take a bit of damage from the floor in exchange for better arena control, I don’t think it’s fair to complain about the boss’s mechanics when you stood still in a very bad position during the taunt and the attack.

personally, I think the floor is a very unique take on a DST fight. It feels like an MMO boss, you need to abide by its mechanics and rules or else you will fail (just like any other DST boss, but considering this is the final final boss it is a lot more strict). Just because it takes a lot of practice to fully understand the core mechanic of the fight doesn’t mean it is poorly designed. 

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14 minutes ago, splorange said:

You could have teleported behind it during the taunt and take a bit of damage from the floor in exchange for better arena control, I don’t think it’s fair to complain about the boss’s mechanics when you stood still in a very bad position during the taunt and the attack.

personally, I think the floor is a very unique take on a DST fight. It feels like an MMO boss, you need to abide by its mechanics and rules or else you will fail (just like any other DST boss, but considering this is the final final boss it is a lot more strict). Just because it takes a lot of practice to fully understand the core mechanic of the fight doesn’t mean it is poorly designed. 

I'm not exactly complaining, but showing a reality that will happen to many players. Some give rollback or use cheese. Whatever it is.

Your comment about what I should have done brought me an image in which a judge sitting comfortably and with years studying the case says what he thinks of a police action that in seconds had to decide whether or not to shoot the aggressor.

This is a boss's reality and not just saying it is very easy in the forum.

Edited by Cruvimaster

Why doesn't the boss reposition near the shoreline during its extended taunt animation to maintain aggro? Dynamic attack pattern shifts are fundamental to good boss design - yet this opponent still gives players excessive wind-up frames before every ability.

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