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However if you think the first boss is the hardest you do you, but I think the only boss that is easier is Shadowface on NG, but he gets a lot harder on NG+ and beyond due to tons of curse attacks.
I think it might be harder because by the time you reach other bosses, you've got more trinkets and skill enhancements.
Decrease spawn rate/maybe make them spawn faster the more you can.
Make the goblins take damage from the totems attacks
Make the goblins less accurate (i get they are intelligent unlike the beetles and wasps but they have crude weapons and rely more on pack tactics. Just a nerf for the bossfight would be enough, but i wouldn't complain if they took it overall. a goblin shouldnt be able to predict where ill be after a dash and where to aim for the blow dart to make it in time in .3 of a second. maybe leave that for stronger more intellegent/well armed opponents)
Make them have lower health values or pathing that is easier to deal with.
I have JUST got the game, i played a little hammerwatch one and the demo but i got a inkling that with all that was going on, that there might be a discussion about.
Its the FIRST boss. I think they could ease up a bit and let it get harder as it goes on. and i feel like there is a trend sometimes where boss fighting and i guess combat in general in some games/genres can just get out of hand with difficulty and mechanics and so on and so forth; But i think if you do simpler things really well people wont really complain. everything doesnt have to be immediately super high octane mlg 1000000 apm brain gym gameplay off the jump.
In my personal opinion.
What actually happens is, if you happen to be strong enough to beat the second boss, your trinket/ability bonuses will continue to stack and you are guaranteed to beat the game unless you get 1-shot by the bugged lightning wizards in the last level. It also seems like the developers tried to pad difficulty of later levels by just increasing the number of enemies, which in my opinion also waters down the experience. This game has a good foundation, but the content is lazy.
And if you can, buying 2 Dash charges more from Athletics and ~4 ranks of Dash cooldown and swapping Combo activation to 3x Dash from Library can help a lot too. Then you can have Combo on permanently after Dashing 3x in a row and keep Dashing for increased movement speed and/or for Combo Novas, it's good tactic on bosses and Combo Novas do enough damage on NG0. I've been dumping all the stat points on every char for w/e main stat I need based on weapons and rest to vitality, like 40/60.
First boss is easiest or second easiest. Warlock levels give all resist bonuses, getting few levels might help you enough. Also, floor leading to bosses always has Well/Spring that'll give back potion charges (lvl up also gives max), use them and do not hesitate to chug potion in any situations that might get you killed.
Totem Pole is actually fine. It teaches some things early on without being too hard. You don't have to rush any boss and have to see what it does and react to this. I'm genuinely happy with all the bosses even while other things in the game are in a bit of a state right now.
What I am trying to say is: the first boss feels hard because the character is still very weak when first encountered and you do not yet know the correct approach to bosses in this game in general. Once you beat that one and you learned something, other bosses automatically become more manageable.
Now i can't say for sure since i haven't progressed out, but alot of people are saying the subsequent bosses don't get much more challenging, and that they maybe actually get easier.
I'm not disagreeing with you at all about the first boss being difficult because you're character is weaker; But to me this just seems like poor design on the difficulty scaling. Why would a game be laid out so that the very first segment of the game is where you have to grind to even progress through multiple runs and upgrades and you use that power you gained there to ease through the rest of the game on cruise control?
You put the spike in the first section of the game and then after that its all downhill? (supposedly** i dont know its just what others are saying***)
... I think the first boss is like that to get people to get used to the "die until you get it or level enough to not have to get it" loop early on.
Imagine a boss about 3-4 hrs of gameplay in (for the average player) would do that. People would rightly complain that the refund window is over and that they feel tricked.
Be glad it's the first boss that is a minor filter, that way you know what ride you are in for early and can get off if it's not your cup of tea.
I found Arista works better if you don't take as much time. Insofar, this boss is a bit of an outlier for me. Arista has the tendency to deny a lot of space to the player by moving poison areas, grasping vines to slow you down, AoE spike attacks (patterned and targeted) and adds that have slow moving long range attacks which further limit where the player can move.
You may take your time with the boss in the first phases but once you trigger the last one (look at the markers on the boss HP bar to see them) I found it best to just lay on the damage quickly and mana costs be damned.
Unless it's just NG0 and you play as a melee tank (e.g. Paladin, Warrior, Warlock). With some specific minor upgrades you can literally hug that boss as well, wail on it with a pointy or sharp stick of your choosing and then shrug about it and move on.
Edit: Funny enough on my next try as Wizard I beat Arista and then got to the next boss and beat it on my first try. The 4th boss has such a big arena that kiting it is a joke as ranged. Ended up getting instagibed as soon as I entered courts 2 though.