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Double Gurdy Jrs are even worse.
Double gurdy jr sucks more. Their sliding attack animation has almost no windup animation and it's ♥♥♥♥♥♥♥ hard to dodge.
That title belongs to Conquest.
Homing Brimstone = BS
Double Gurdy Jr.s take the cake anyway.
Atleast it's somewhat consistent and it's easy to avoid if you can get close to him.
Conquest? He's RNG City. The Conquest Stampede is RNG, The Beams of Light he spawns is RNG, and the Loki Horn's Homing is seemingly RNG.
Everything about Conquest is RNG, and you can get really screwed over. As for Adversary, his attacks are consistent. Stupid and broken, but consistent.
Conquest has never really been a problem for me, personally. It seems like there are spots that he can never charge through, and the beams may not hit. (Although it does seem unlikely that a beam will hit you unless you're moving everywhere)
Adversary is usually fine if you just fight him like you'd fight Gurdy. His tell gives you a good chance to move to another side and avoid the brimstone every time.
♥♥♥♥ Gurdy Jr.
You literally just said "the homing brimstone shot is easy to dodge if he shoots the wrong way."
Now The HAUNT...that's another story.
Three monsters that don't even appear until two entire areas later, full-heart damage, and having an annoying amount of health for what it is (assuming you have base damage)
Adversary is fine so long as there isn't 2 of them in opposite corners..when there is then it's pretty damn hard to avoid taking a hit though unless you can kill one within a couple of seconds. You basically just rotate around him at fairy close proximity and he constantly misses with the beam. Or if you want to be really cheap you can just stand at one of the 45 degree diagonal spots at a middle-ish distance and use an I am wizard pill or diagonal firing with mom's knive/isaac's tears or attacking with epic fetus/ludo, there's a fairly large blind spot of sorts for the beam attack when there's only one of them, just rotating back and forth is so much faster and not really much more effort anyway though. That, and you won't always have half decent yet consistent/spammable diagonal damage output options.
I've actually had quad-gurdy jr before (double trouble+both being the champion type that makes them smaller but 2 instead of 1). They're annoying to dodge, but they're pretty predictable despite the lack of wind up. It helps a ton if there's a rock formation you can use to hide in when there's 2 fairly large ones or 4 smaller ones, to say the least.
Conquest is easy - the charge you can very easily dodge and is a chance to deal tons of damage with a bomb or other AoE attack, the homing shots are rarely used in my experience and even when they are I find they almost never hit me. Crack the sky tends to focus all of the beams near the centre for Conquest too, so the easiest way to avoid it is simply to hide in a random corner until the beams go away.
Mama Gurdy isn't that bad either - the spikes can occasionally be a bit cheap, but there's a warning sign that it's about to happen and even without flying/callus I've never really had much trouble avoiding them for the most part. All her other attacks are easily dodged too.
Dingle is just an easier version of Gurdy Jr/Gurglings mixed in with an easier version of (normal) greed, with clear warning signs for literally every attack, and always doing exactly 3 charges in a row. I honestly don't get how people can have trouble with him - it's really not that hard to dodge those charges, even when there's 2 of them, as dingle is also smaller than gurdy jr on top of the wind up time and 3-in-a-row-then-run-out-of-breath thing. Not to mention the frequent poop spawns near the corners that can be used as barriers of sorts.