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回報翻譯問題
Might be an idea to try for a future boss if we get something like that. However I cant seem to get away from the fact that making boss fights too complicated would be seen as making them to difficult. But thats just me.
King Fleshpound and the Abomination are bosses based on the Bloat and Fleshpond. I am just waiting for the boss version of things like the Scrake, Siren and Crawler.
This is the key to every boss fight. Having the perk combo team. Easier said then done with 4 bosses. 2 if were being honest. But try getting ppl to pick the "right" classes. It normally ends in the obvious perks dying and having to be carried by the other obvious perks that are the right ones.
That said a group of skillful players can and should be able to choose from the range of available perks and win. Most of the time a zerk, medic and demo should be enough to win against any of the bosses. The other players just need to stay alive and give the medic enough time to keep them in the game.
Easiest i would say its either Abomination or King Fleshpound.
i dont know. I dont think people are finding this too difficult honestly.
A lot of people, casuals even, want abomination removed entirely because of how uneventful it is.
i much prefer to keep the bosses in the game. Variety is key in older games imo.
But i really dont think more than a handful of people are actually happy with abom and KFP
and i mean, by the time QP's show up, you're most likely prepared weapon wise.
I just dont think 1-3 QP's distract me and takes my time the same way one of patty's defensive waves do.
Those can have EDARS, Scrakes, etc.
the only thing i feel has gotten nerfed to a point where he might aswell not have it, is the guns.
Maybe the AoE of the grenades too? but i mean, rightfully so.
They're still powerful enough to kill a group at full health.
this is probably a bit too much to ask, But i wish they would simply adapt to the maps they appear in.
I mean, take Volter Manor just for example. Tight hallways and shallow staircases.
Abomination is a huge threat on that map, because of his poisen blob spawns if nothing else.
Those things are going to be swarming a tight map like that, so you quite literally cant kite without taking damage.
Give abomination a bit more of a ranged approach when in large open spaces.
Imagine his usual vomit when he gets close, but long range shot into the sky in an "artillery" sorta way.
The easiest: Abomination and King Fleshpound.
Hardest: Definitely a tie between Hans and Patriarch.
Although Hans can be a pain in the a** to deal with. Predicted at times but not always.
Fair points. I dont think that the last two bosses were particularly well thought out. At least compared to the first two. The problem is that every boss looks to work in the same or a similar way, except maybe the KFP. Would have been better to have the bosses behave a certain way, at certain times. Its all abit to samey.
For instance:
♥♥♥ - have this one divide into two every time it loses 50% health. So that at the end it would be essentially a fight against 16 or so uber bloats. At every division have hoards (dependent on difficulty) attack the group. This would make for a more intense and frantic encounter. Without being so much of a bulletsponge fest.
KFP - Would have been nice to have this boss do something completely different say like have its beam work in different ways every time it shoots..... so first time it paralyses a player, the next it destroys armor, or health. Another would be to make weapons inoperable or for ammo to self-destruct on the player, or affect the ability to run or affect inverse movement controls.
I feel something like these would not impact the gunplay, hunt-and-flee aspect of the game. It would also make encounters fun and if not particularly lethal and change-up gameplay enough so that minor zeds spawning during the boss way would not be so lethal on their own. It would be more an accumulation in terms of the danger they present to a player, together with the boss.
That said..... I have my own views of why the bosses arent everyones idea of perfection but I wont stating them here.
I can remember Hans in EA and it was incredible frustrating but in a ♥♥♥♥♥♥ up way fun in a challenging way. Very satisfying to beat with just zerks, meds, support and mando IIRC. Probably more something for a mod to do than KF2 vanilla.
Well adapting to maps would be nice. I dont think thats unreasonable but..... personally I go the other way..... if players dont engage the bosses in a place of their choosing, they really only have themselves to blame. ♥♥♥ definitely needs something in terms of range otherwise ppl will just dmg it at rng and it will remain very unsatisfying. Yeah maybe some random firing mortar on its back to shoot damage making goop would be something worth doing but then it would be pointless in maps with lots of interiors.
Except for Patriarch, he's really strong and the most dangerous one imo.