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Not bosses. Regular enemies.
It's not the bosses that I find too challenging. Casual exploration is punishing. Instead of being able to enjoying the environment, you're always pretty close to death from normal enemies. Instead, the game feels like it's more for speed runners and Dark Souls players that run past everything looking for save points.
I'm a bit disappointed that I had to switch to the parry shockwave tactic for the second half of the game. It took the game from brutal to easy in an instant.
All it's done is make me play slower and rely more on passive healing options like the 1% healing every 4 seconds relic, or heal on hit ones, it's not really that bad, but it slows down my exploration speed significantly sometimes. Ender Lilies felt similar to what I remember playing it, but neither were to a point where it felt extremely unfair, learning new enemies and what they do is just more important when they chunk you with every hit.
I understand the frustration though, the game gets a lot harder after the first areas, but I think it also expects you to adapt and master your gameplay a bit more too. I got stuck on a boss earlier so I had to really learn my parry timing which is helping a ton with the middle stratum areas.
Obviously it became insanely easier once every mob can be killed in 2 combos which is fine but that's why I'd rather play on higher difficulties, which again is fine as long as areas are well designed.
The early game could do that properly, I really liked the Shackled Beast fight, it was long but it was fair, and it was also harder with the hp modifier than all the bosses of the end game that would drop super quickly. So more health = more fun except when RNG is in the way, then it's just annoying and a design flaw. For instance, there is one of the big robot bosses in the mid game that can go half off screen then attack with his offscreen hand, which is unlucky because you can barely see he's attacking. You can deal with it, but it doesn't make it less annoying.
After nearly finishing the game, there are only 2 areas that were like this, the final deposit sire (mainly due to the mobs that hang from the ceiling, shoot multiple projectiles, while balancing and being immune to fall damages), and the steel district, (the mobs spamming fire balls, the ninjas shooting exploding balls, the 50 drones), fighting them all at once wasn't fun when they're this tanky.
They simply outline flaws, you can fight good bosses for hours with nothing but a stick and it will be fun as long as you don't get BSed on every 2 minutes. If it matters or not for the average player is in the devs mind but imo, things that are well crafted for experienced players will always be less frustrating to newcomers. I think most bosses and areas from the Lower Stratum were very good.
Noted, I'll go full french and just say ennemi directly.
Sure the enemies hurt, but there're many ways to avoid/block damage and the enemies go down fast so it balance out.
The only thing, that really annoying me on the middle stratum was the large boss in the factory who's regularly halfway off the screen so you can't see some of the attacks coming.