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Mini bosses tend to be more flexible with it, sometimes having other normal enemies tagged along for the bossfight, but it is always like that in these games, you see big room or big area with nothing get yourself ready for a boss fight.
But for example the fight with Crimson rector Percival, before going to fight him you have rhogar and sentinels fighting in front of that looks like some smaller castle ruins. And than the moment you pass the small entrance the fight begins. It gives very little indication there could be a boss fight, it appears just like a normal entrance where there might be a thing or 2 to loot.
Honestly I expected a "boss fight" not a mini boss the same as plenty of other normal enemies I had killed until that point but ... fine, mini boss, done in 1 try, moved on.
Tbh virtually all miniboss fights are a surprise, and lightreaper, which is by design.
Outside of that, the people shaped moth clouds next to the door should be a good hint.
Some mini-bosses are a surprise but that one I was expecting something big, when I saw boss health but saw only "another enemy I killed tens of times" I was like "ok, I dont care that I have only 1 or 2 heals left".
Now that I think about it, I could have ported out of it as well but to late.
The "later enemies" (or midgame enemies) presented as mini-bosses dont show up that early and are actually a bit more complex (or dangerous) than the enemies of the area so it make sense that these are "mini-bosses" but in case of LotF 2023 I am still to find a mini-boss that is "new", that I am still to fight its "normal counterpart" somewhere in the world (also ... the lampbearer versions we avenge are more dangerous than the mini-bosses depending on where you fight those enemies because they not only hit harder but also may have more health too and fight along other normal enemies).
More enemies (more enemy types and maybe random enemy encounters, I dont know)
More complex movesets for enemies
More complex AI (AI really is dumb, forgets about you too easily and sometimes even ignores you killing something else by it)
Mini bosses that are actual mini bosses (not just "yet another enemy encounter of the same enemy you killed 10x or 100x or more)
...
Now I killed Paladin's Burden, I had walked the game back and forth looking for thinsg to pen that gate and now I dont even know where else to go because I already spoken to every NPC, I had to "watch out" to not kill the light reaper on the 3rd time he showed up (while I was loking for a way to open for the Paladin's Burden boss fight) and the Paladin's Burden itself was just me facetanking everything and spamming charged attacks on his head, had to dodge the lightning and heal once but that was about it.
I think the idea of "re-using normal enemies in boss fights" work if it is a tense and complicated boss fight with enemies combinations that by itself make the fight more complex, like Kinrangr Guardian Folard, him alone is easy, the Mendacious Visage makes it more troublesome but the addition of the 2 little craps that dont stop moving, along with the Visage and Folard spamming his ice stuff make it almost unbearable to the point "not going to Umbral" to avoid at least the Visage makes the fight easy again, but it turns the fight into something interesting and new, different from fighting "just another Visage" or just "another big enemy much like the ones you killed over and over" tho I am not sure if Folard is "exactly like a normal enemy" or not, I dont remember now but I think so by some of his attacks