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In other news, water makes things wet.
I don't understand why I keep reading this chimp-tier drivel over and over again. You can make a VERY difficult game experience without making the game dumb. It's not about it just being hard, but what kind of hard.
If it makes me rethink my approach to combat, makes me practice the same boss over and over again so I can get better - that is good difficult. If the game design is just blatantly broken (as many people have said over the last few days) and you can essentially only cheese these bosses with more or less the same approach - ranged weapons/nuking at the edge of the screen - then that is just bad design.
It's NOT that it's impossible. It's not that you have to get good. It's just plain bad design.
Many people have pointed out that there's almost no benefit to any melee-style combat vs bosses. The reward vs risk is heavily skewed in favour of the latter. So if you've released a game that offers multiple weapons so you can experience different styles of combat, and only one of them is viable, then that means you've ♥♥♥♥♥♥ up when it comes to design - and it needs to be fixed.
It shouldn't be the player's responsibility to find exploits in a broken design.
People who do ranged are relying on a crutch. I remember myself doing that 2 years ago in my 1st playthrough.
Melee seemed completely impossible, and those who made it work were akin to gods amongst mortal men.
But I've learned since then, and no longer do ranged outside of Act 1 where there are 3 bosses who either zone you, move around too much and/or have shields: Bear/Clive/Quincey. When I get Iron I get Axes and then it's all melee all day every day.