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Also I want to make a separate post but some items just straight up suck and some are just upgrades to the base abilities. I understand focusing on player skill but some skill upgrades are straight doodoo, items/relics are better. Also later bosses are super tanky so tone that down just a little bit.
And the mini boss just before the dragon is even harder tbh.
I think either make the rotating lasers have a better indication for where they're going or just remove the pushes to let you position yourself with more ease on the dragon fight.
On the frog, if at all possible make the timers just a tad more forgiving (like 5~10%) imo. If you don't have good movespeed on this fight, you just won't be able to do some mechanics I think, like if the color spawns on the other side of the growing circle.
I think a better way of introducing capstone mechanics that layer different sorts of visual clutter on your screen (expanding AoEs, spinny lines, cardinal lasers) is better executed when they appear on screen one by one rather than all at once. That's sorta how XIV does it, allow the player a little bit of time to follow what's going on. Otherwise it results in strict memorization which imo, is better reserved for lunar and quite the disconnect from the other stages that seem to hit the balance between challenging but fun perfectly on hard.