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If they had just made the arena a large flat plain encircled by mountains (like a dry caldera) as opposed to the smaller circular path resting above deadly goo we have I personally think it would be a huge change for the good.
Yes, it is early access
https://steamcommunity.com/sharedfiles/filedetails/?id=3381725101
The above is out of range of a wand but is in range of a Bow and Staff. When it does a strafing run it will eventually hover half way to you. Can get plenty of headshots in for good damage as below.
https://steamcommunity.com/sharedfiles/filedetails/?id=3381727188
It's laughably easy and not cheesed. You don't take any damage. So in some people's minds maybe that is a cheese fight. I call it finding a good spot to fight from. No hiding is required. People actually build bunkers? Or cheese the fight by bugging it? Why? Did they not look for a suitable spot to fight from? I tried next to it. I tried north side then tried the south side. Guess 3rd time's a charm.
is that good boss or game design? the answer is no. sadly they put themselfs into this corner with thier very own design to begin with. you never make the core loop TOO simple at the baseline. you make it somewhat challengeing and balance your systems around that. as nerfing it down later is very easy to do with some settings. while createing a challenge without nerfing the player when the baseline is set to low will end up in this kind of nonsense fight design in an attempt to find a solution. plenty of games suffered from such problems.
instead they should have just reworked the core systems around and made a normal boss fight. the result would still be a rather challengeing fight but it would feel FAR FAR less cheesy and unfair.
sigh. i had very high hopes for this game when it started early access basically nearly a year ago (there wont be any meaningful updates anymore before that 1 year is over by now we all know that) but nearly none of the core issues got addressed. or even looked at yet so far. the dev fokus is completly wrong if they wanna turn this into an actually good game that can retain players and encourage them to play more even if they arent cosmetic building artists purely.
but sadly not even thier "roadmap" which isnt even one as it has no timeline at all on it doesnt even mention these issues to be even noticed by the devs as of yet.
oh well. will see where it stands in another year as there is no way this leaves early access before 2026 at the current state and major update rate as the map is simply not close enough to beeing done for that.
Problem is, as said before, the arena is bad, what i did was fly around a lot when he started having his fits of rage and spewing fireballs and breath attacks, then again i was an archer having lots of endurance and those skills made it easier, its indeed a bull-sh-it fight, even more so for fighters.
I thought this fight was more for coop in mind, so an archer would do his stun arrows attacks and once down the fighter would destroy the dragon on the ground, i think 3 people here would do it easy. Its like the halls, made for coop, solo is hard but doable, you have to respec for this though, that flight skill is a must have, the one you get 50% more stamina regeneration is too.
Well, of course, you could introduce a skill which nerfs healing - perhaps adding a cooldown, perhaps making it slow (like bandages), perhaps making healing potions on the player also heal the dragon, or whatever else.
Of course, the battle would then need to rebalanced to fit these changes...
My biggest problem with the dragon fight, for me personally, is I don't use staves nor bows. I just use my wand. You can not kill the dragon with just your wand.
I melee / ranger and I do not see myself ever doing the fight again as it is now.