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Also, you can consistently lay down some DPS up close and swim around in a circular pattern (if you have the Octopus Charm's dash ability).
I did it at my fifth attempt
probably should have used a more powerful sniper but i decided to mix your advice :)
I got so angry, and every time I got knocked out, my only option was to retry, so it wasn't like I could leave and come back more prepared. Sure I probably could have force quit my game but I didn't know how much other progress I would have lost if I did that, and it just never feels good to have to resort to that in any game anyway. I honestly was so frustrated I would've accepted taking a KO and having to lost all my items at that point, but I understand why storywise it wouldn't have made sense.
I wasn't encumbered at all, but since I went in blind I only had a basic rifle that I picked up right before entering the cavern (because I had been using a net gun I found during my dive on red jellies beforehand), a pickaxe (I was looking for opals for an npc request), and the only useful thing I had on me was a batch of sensor bombs. I'm someone who likes to work on multiple goals in one dive to get the most out of my in-game day.
I felt like even using the octopus bracelet and making use of shift to dash near constantly I couldn't properly maneuver around it to get a decent chance to shoot or plant a bomb unless it whiffed the big dash that triggers a buttonmash-or-die sequence, and heaven forbid in my panic I accidentally not hold right-click long enough for my gun to register as aiming and I accidentally swung the pickaxe which has a very slow animation since it's not meant for combat.
It's also extremely frustrating to barely dodge it as it spins around, get barely knicked by its tailfin, and take as much dmg as if it had bit me - which as I was, if I got hit twice I was down to about 20 O2 already. And with how fast it is, it's extremely difficult to get a chance to grab the shell in the arena to refill O2. (O2 hadn't been much of an issue for me due to strategic use of underwater supplies and choosing my battles in regards to non-boss sharks, so I have a maxed diving suit and harpoon, and only a couple O2 upgrades bc I was prioritizing my cargo box first)
I feel like this boss either needs to have its hurtbox adjusted (again, I feel like I shouldn't take full dmg from barely touching its tail as it pinpoint pivots after I barely dodged it charging at me to begin with) or it needs to have more periods of opportunity to actually retaliate or pick up the supplies on the floor of the arena.
If you do get it to charge at you and you dodge it into a corner, it turns around with almost the same speed of the charge where other sharks hitting a wall or corner, slow to a stop and then start ramping up the speed again AFTER the turn.
Not saying that it should be EASY, it should just be fair.
Considering that I went in totally unprepared, didn't bring a scooter to improve my maneuverability, didn't bring extra oxygen, didn't fight very well, and still managed to kill it on my first attempt with just an upgraded basic rifle, all while struggling with the game's WASD controls that I don't feel comfortable with and that have me continuously press incorrect keys, I don't think it's too difficult.
Some folks may feel that that would make things too easy, but then again, it's a "casual" game.
It is true that Goblin Shark can be more challenging than other bosses,
and we agree that adding a point where players can make a choice could be a better experience for everyone. Will keep this in mind for future updates, thank you guys always for the feedback!