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It simply needs to give items back faster. Then nobody has to talk about whether it's a trash design or not. Hopoo themselves said it was not meant to be the hard part, and it clearly is a disaster in that regard. It just needs fixed. I get that they want it to be "you have to fight without your items!!!" but the thing is, the ostensible "Oh ♥♥♥♥" moment seems completely oblivious to how fast things generally go down in this game. You die in instants. Having to struggle ot get items back for 3 cycles of his attacks is an insane length of time, especially that late in the game.
They also probably need to re-evaluate how items are given back for characters that do not hit frequently or have poor opportunities to attack. This obviously heavily favors fast, ranged classes.
Pretty sure there is supposed to be one shot protection of some kind but it is as bad as it always was and it might as well not be in the game at all.
If you had any kind of ring on you when he stole your items its basically over when he hits you once. Good luck running with base speed. >_>
I think he either needs to return them faster, or prioritize certain items (might be difficult given each player tackles the fight differently), or maybe half the effects on him. Some items are changed to work based on base HP %, and he benefits so much more from that than the player, like, stacking 3 or 4 med kits might be on ehell of a wrong idea if he insists on not giving them back...
One idea would be the boss matches you drop for drop. So every item you get he gets a random item from the same rarity. Thus you can fight him after 50 stages/power-grinding via sacrifice but you'll only make him stronger. Though that still may result in a hilariously one-sided fight.
Its a cool thing, on your first playthrough. I would never choose to go to the moon ever again, though.
First off he's entirely too easy to cheese. He can't target you on the pillars at all, and any character with decent ability to stay airborn (like artificer) can kill him with almost no threat at all.
Secondly, he has real issues climbing the ramps in his stage. You can cheese the whole fight just climbing the ramp and jumping off. He really needs to be more able to deal with enemies in the air.
Thirdly, his hp pool gets MASSIVE late in the runs. Between the fact that he's really not much of a threat and his insane hp on runs with lots of loops the fight becomes a really boring slog.
Now onto the elephant in the room. Stealing items.
There are a lot of issues with why this is a problem.
First of all the items were in no way shape or form balanced around the idea of being used against the player. This effectively changes the entire run. You absolutely do NOT want to fight him with a tesla coil or barbed wire as Loader or Merc. No one wants to let him get a crowbar. Cronobaubles and the seeker missiles also doom you.
This effectively turns the items into traps for new players, leaving very little in the way of being able to outplay what he can do.
Another problem is how you get the items back, you have to damage him, but there is no telling what you get back and when. Did you have 4 feathers and some rose bucklers? Well good luck killing him when you got back 4 rusty keys and a wax quail.
The issue is that his other phases are all a joke, and his final phase is a DPS race. You either kill him and skip it, or you will more than likely die. That's not fun.
I don't dislike the idea of him stealing items. That's a good idea, but WHAT he steals and WHEN is VERY important. I wouldn't mind him nabbing random items throughout the fight and then losing them at certain hp levels, but even then there are items he should just never be getting.
Dio's friend comes to mind, cautious slug, med kits, crowbars, Tesla coil, Barbed wire, some really good combinations for you become death sentences.
And that's the core of the problem. The game gives you a slew of items that gradually make you stronger. Some of those items have really cool interactions with each other that make for incredibly fun runs, I don't want that lost because I have to sit back and consider how it's going to possibly kill me if he gets them.
The dev's already said they didn't want people not taking items specifically because of mithrix, which is exactly what's happening.
That's pretty much it. He's way too easy, and all his difficulty boils down to him nabbing your stuff and one shotting you with it. That's just not super fun in my opinion, and the gimmickiness of the fight is such a buzz kill that after I beat him with a few characters the fight was so boring I just wanted it over and that feeling alone is enough for me to realize he's not that well done.
It's not that he's hard, it's that when I win I don't feel like I really did anything special and when I get one shot after being unkillable for two hours it just feels cheap.
Think about how bad Dark Souls would be if at the final boss there was a mechanic where you either one shot him or he one shot you? It's the climax of the game, If you flub the climax that's like making the best cake in the world and as you're putting on the frosting you drop the thing. Sure it's still gonna taste great, but now it's in pieces and on the floor, and you won't remember how amazing it was, you're going to remember that you ate cake off the floor.
His "fan" attack with the lines spinning around him could use a little more time to Telegraph where they'll erupt after they stop spinning. If you're not next to Mithrix, they might as well be fan blades since the spin fairly fast. If you get hit, it's either OSP or you're dead. A little more leeway would be welcome. This isn't TERA Online where everyone has an I-frame to get out instakills.
His 2nd phase with the random adds could really use less fliers since they're a pain for both Merc and Loader to down. They also get pushed away with some high knockback attacks and can end up glitched outside the arena, unable to be targeted.
For melee characters you could pick up visions of heresy for a ranged attack, thereby staying away from razorwire if you picked that up.
Strides of heresy could allow you to dodge and heal.
Shaped glass would allow you to do more damage.
And so on.
/rant
As for the final phase, the only way I can see something like it working would be if he did a move where he knocks all your items out of you, and they fly up into the air and gradually rain down from the sky, allowing you to reclaim your power while fighting him. This difference might work because he wouldn't become "kill you in one shot" overpowered like he does when inheriting all your damage items.
Otherwise, I would say scrap the final phase entirely. And I would lean more towards that; the gimmick of taking away all the stuff you worked to collect just doesn't feel good. Gamefeel should trump everything else. You want the game to feel good to play; as long as the player is having fun they will enjoy it no matter how difficult it gets.
he himself for the first 3 stages is fine, albeit very quick to end you if you get bad rng in defense items, 4th stage is just bad, you either kill him before he does anything, or he takes all your items and all your work is pointless, the point of an end game boss is to challange you with everything you have acquired throughout the game (imagine playing dark souls and going to fight gwyn and it just strips you to a level 1 naked babe, dumb eh?)
if he just copied your items and it became your items vs his items, that would be something different, but he full on takes them.
and as for the level itself: interesting once, boring 3.5 minute slog every other time, that ends in another 3.5 minute slog back, which ironically, is JUST enough time for the slower characters to bearly make it in, if you get caught ONCE and have no speed items due to rng, you can straight up fail on some characters.
fix the 4th phase, shorten the level OR have things to do on the level (risk of rain 1 had sections with upgrades/things to do to help fight the boss) and the whole thing would be less tiresome