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This is a perfect example of how boss health in general seems only balanced with coop in mind, but makes singleplayer fights an absolute slog. Remember that this guy has a great item combo going, then remember how much of an overdrawn pain in the ass this boss fight is on an average run.
You wanna make boss fights bullet hell? Sure, sign me up.
You want to make the patterns have a bunch of randomness to it (place of origin, projectile spread, etc.)? Ok, fine, guess I'll just have to get really used to rolling and blanks.
You want to make the boss able to overlap more than one such attack at a time? Ok, now you're pushing it a little.
You want to give it enough HP, too, that the fight goes on for more than 2 minutes of non-stop concentrating without breathing room? No, thanks. That's fine on late game bosses when you should be better equipped to deal with it, but having even the first bosses be able to do all those things seems like a really good way to get people burned out fast (yes I'd be willing to wager even a considerable portion of the rabid elitist fanboys who think everything about the game is perfect as it is will burn out real soon).
Even the Dark Souls, Binding of Isaac, Nuclear Throne and similar have bosses properly balanced for the stage of the game at which you face them in. The ones in this game just feel like a grinding chore after a (surprisingly short) while, especially with the added pressure of not even being able to take armor hits to do it flawlessly.