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A boss that exemplifies this really well, in my opinion, is Tristan. When you first encounter him you just get absolutely slaughtered because you don't have enough i-frames for all of his attacks. "What is this unfair ♥♥♥♥♥♥♥♥?", you may think.
But then when you come back to him later in the game once you've gotten acclimatized to the way the game expects you to play, you realize that you can literally sidestep or backpedal away from his every single attack. Hell, even his carpet bombing attack can be avoided by standing in the center of it, since the fire spreads in a circle.
The active dodging abilities are there either for a particularly aggressive playstyle, when you mess up, or for the rare actually unavoidable attacks, like Adam's artillery drop(at least I've never had enough time to walk out of it).
It's really no surprise that so many people playing V Rising find themselves struggling - its approach to combat requires a type of skill that scant few games cultivate in players.
I made the days shorter and lowered boss stats to 0.85. Still challenging enough but not dying constantly. I'm more into castle building and exploration. I do get your point though about things to get more powerful being locked behind bosses you might struggle with, to only repeat that cycle of never truly feeling more powerful.
I'd say that the bosses function just about perfectly. I found each and every one of them very, very rewarding to fight against and the way they scale up to be these dramatic brawls felt just right. It's been mentioned a few times before but, if you don't feel like stats are lining up correctly, I'd suggest dropping the V-Blood damage to 0.9 as it will make the boss fights extended but still provide you that drama where your foes don't simply collapse under your first 3 blows.
The hard part is that the abilities, like when Maja teleports or Leandra enters her swarm-o-shadows phase with very little cooldown, are the thing that make the fights dramatic. Without them, many of these fights would lose identity and be less than rewarding... so changing how the bosses function outside of stats makes them pretty likely to just become copy-pastes of each other.
If anything I'd buff the early stages bosses because some of them are far too easy, you can beat them completely undergeared.
OR
change server settings
LIKE
I play with double base health because i suck at this kind of game but still wanna experience it
I think perhaps some of you have forgotten that video-games are about surmounting challenges and not walking simulators.
even Adam fell from 5 attempts maximum.
On the contrary, they need to be strengthened.
It should be slightly easier if you bring more people, not exponentially harder.
This is factual, most of the encounters on this game don't even require veil to do without getting hit. I definitely feel there's an issue where people will pop their veil on a move they could've dodged by just... walking in circles around boss with greatsword while still swinging, and then when a move comes up where they actually need their veil, it's not up. Then, from what I can tell, they repeat that mistake over and over and over and over, never extrapolating that if they keep their veil, they could use it on that "undodgeable" move.
Not to mention that walking around boss while still swinging is damage input, veil-ing out of range isn't, which compounds the problem.
Then I think there's probably a bit of a "all my build is crafted to do max damage because dopamine goes brr" and then wondering why they have no survivability. Instant gratification vs earned gratification mindset. I get my reward from downing the boss, not from doing a lot of damage with chaos volley.
So players who played a lot of those types of games come into V: Rising with that skill of timing your dodge properly to avoid everything and are, I suppose REASONABLY, confused that their timing is not rewarded, because they do not understand that the dash is not your normal dodge option, it is a panic button for big attacks.
Indeed, which means that if you like, you can use the veil OFFENSIVELY instead to apply those sweet debuffs.
And honestly, if you have other defensive options like the backdash on Wraith Spear or the giant leap on the Greatsword's E attack, you can afford to use your dash offensively even on battles where you might want to use it to dodge something.
Taking one or two hits is not too big a deal if you manage to get more damage out of it than the boss does. But you need to be really sure you can trade better for it.
Because I think they've been conditioned by too many games to think that literally all moves are undodgeable without your dodge. V: Rising is a very different game in that regard.
I'm going to be very charitable and assume only a small number of complaints are from people doing this, although I absolutely do NOT doubt it is happening. lol
It's literally just learning their attack patterns, and then walking out of the attacks.